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Thanks to Stanislav, for taking my idea and turning it into something much more interesting (22,000 words more interesting, to be exact!)
Nads, for putting up with many a grumpy morning and testing the game so many times you’re now better than me at it,
Carmel; for much; needed editing;
Jamie, for many late nights battling Unity and C#,
Jill, for much strategic advice / therapy,
Alexa, for setting up a workshop in spite of looming essays,
Kathy and Jessie, for Oscar-winning filming and interview skills,
Workshop participants, for spending an evening playing Pocket Pedal like pros,
Julia, Terri and Zoe, for allowing me to focus on this at the end,
and my family, for letting me commandeer our house’s entire supply of phones for testing (you can have them back now).
7
TRUCK EGRESS
Cyclists forced to ride in traffic lane
contentsAbstract: How can games be used in activist design?
Project Outline : Testing design strategies: St Kilda Road, Melbourne
1 Cycling p. How can cycling be defined to be compatible with the design process?
1.1 Who does cycling impact?
1.2 Cycling: a need for phenomological urban planning?
1.3 Current and future states of cycling
1.4 How can urban dwellers begin cycling more? 1.4.1 Experiencing infrastructure. 1.4.2 Experiencing cycling practice. 1.4.3 Experiencing access to the bicycle
1.5 Core project aims: 1.5.1 Using artefacts to explore the cycling assemblage 1.5.2 Reducing stakeholder conflict by unpacking the time-space differential 1.5.3 Idea generation through a phenomenological understanding of cycling:
1.6 Next Steps
2 Design Research question: how can design be used as a process for activism?
2.1 Designing a common frame
2.2 Exploring conditions in a collaborative space 2.2.1 Props 2.2.2 Play 2.2.3 Enactments
2.3 Expanding design space
2.4 Design as activism
2.5 Key Outcomes for Workshop activities
3A Games and design Research Question: Can games be useful for participatory design activities?
3.1 What is a game?
3.2 Implication of games on proposal
3.3 Pocket Pedal
9
3.4 Simulation Taxonomy
3.5 Activist game case studies 3.5.1 Rosario Habitat 3.5.2 Forum Theatre 3.5.3 McDonald’s game
3.6 The playful and the simulated 3.6.1 First level simulation: mock up 3.6.2 Second level simulation: conscious-raising 3.6.3 Simulation and authority 3.6.4 Playful simulations
3.7 Participatory design as metagame
3.8 Games as insertable artefacts
3.9 Next Steps: embedding Pocket Pedal into a cycling workshop
3B: Pocket Pedal as artefact
4 Pocket Pedal Workshop
Stakeholders
Workshop Outline:
Activity 1: Interview Game Activity 1A Scene Identification Activity 1B Stakeholder identification Activity 1C Interview Game
Activity 2: Journey Game
Activity 2A: Co-design with traditional Go Pro footage
Activity 2B: Journey Game
Activity 3: Participatory Navigation Simulation through performance chunking Nesting Flexibility through social interaction Consequences
Activity 4: Individual Play A lab for testing ideas Mechanics Stakeholder discussion Abstraction Challenges Results
Pocket Pedal as a discrete artefact
Activity 5: Prompt game Mixed idea generation The need for immediate response in simulation Appreciation of human infrastructure
Workshop Discussion The effectiveness of co-design games Design frame Using rules Using artefacts of various fidelities Creating a safer space through feedback mechanisms Using novelty, engagement and play
5. Urban Gaming Toolkit How can design move me away from existing assumptions surrounding a problem? How should this toolkit be used? What is a productive lab space? How do I design the conditions for a productive lab space? What the Urban Gaming Toolkit won’t do Challenges and omissions
Mindsets
Players, not participants
The Physical Space
The Virtual
Hybrid
Simulation Type Electronic simulations Cardboard computing
Simulation Taxonomy Fidelity Flexibility Immersion Authority
Methods
Set 1: Activating an Audience Glimpses Mock Interviews
11
Vested Interests as collective framing
Set 2: Levelling stakeholders through simulation Breaking down complexity Feedback mechanisms make Magic circles Play creates collective framing Competition = Triangulation
Set 3: Creating participant needs through incomplete gaming Games as part of an assemblage of codesign Nesting games to create contingent, immersive experiences Use Participatory Navigation to collectively play a one player simulation Metagaming through Playful simulation
Artefacts
‘Thing’ props Premade Cards Blank Cards Virtual Smartphones Projection
‘Do’ props Quantified outcomes Scores Warnings
Data generation Data is generated Record everything Roving cameras Prompt reactions Situating reports Combine your data Follow ups
Now it’s up to you
Bibliography
How can games be used in activist design?Even the most imaginative design initiatives often remain unimplemented.
In an attempt to alleviate this gap, between ideas and will, design methods
such as ‘metadesign’ and ‘codesign’ recognise that solutions to complex
challenges cannot be provided by designers alone. These methods
demonstrate that design can achieve more not by attempting to ‘fix’ problems for others, but by initiating, encouraging and curating conditions
that support the broadly inclusive social activities needed for change.
In an innovative extension to the existing practices of collaborative
design, this thesis demonstrates that games can create and support
these indispensable activities. Well-designed games allow stakeholders
to interrogate complex situations, and provide opportunities for safe
experimentation. Research discussed in this thesis confirms that games situated within codesign can reduce ignorance and generate new visions of
possible futures.
The powerful capacities of games for activist design are investigated in this
work via the application to urban cycling. This ‘site’ is a good test for activist
design as it resists change through traditional design methods. Cycling,
embedded in the broader road environment, is both complex (an assemblage
of bodies, infrastructure and behaviour at many scales) and condensed
(involving both space and time, and experienced at different speeds).
It involves a great range of stakeholders who have many backgrounds,
experiences and values. Such complexities lead to conflicts on the road, and impasses in design.
Traditional participatory practice positions designers as filters for a community’s needs. However, filtering input from diverse, potentially conflicting stakeholders is difficult, especially from the outside. These needs cannot be passively found by a designer (particularly when knowledge is
unevenly distributed), but instead must be actively created by a community.
To address this challenge, this thesis sets out to redesign the design process
itself. The result was the creation and running of a dedicated workshop,
amplified by a provocative design toolkit. This workshop tested the ability of games to assist the curation of productive codesign activities, with a
particular focus on urban cycling along St Kilda Road, Melbourne.
Applied to the immensely challenging environment of St Kilda Road, the
toolkit functioned as a range of metagames of varying fidelity, organised around the custom-built smartphone game ‘Pocket Pedal’. The workshopse
metagames can engag participants through play, and encourage a rich,
collaborative exploration of issues in stalemate situations.
13
Testing design strategies: St Kilda Road: Melbourne This work tested the use of games embedded in codesign in a situated cycling
workshop in Melbourne, Australia. Using Pocket Pedal and the Urban Gaming Toolkit, the workshop aimed to create a shared design frame in stakeholders
(refer Section 2), explore issues on St Kilda road and give participants tools to
imagine future cycling possibilities.
St Kilda Road, a scenic boulevard in Melbourne, was chosen as the case study
for codesign workshop activities. The route is a major artery for cyclists,
motorists and trams entering the city from Melbourne’s populous southeast.
Many typical issues encountered in cycling are present on the route: large
volumes of traffic, poorly implemented, low quality bike infrastructure and conflicting stakeholder groups.
The road serves as a concentrated example of urban cycling problems (Refer
Section 1). It is one of the city’s most populous bike and motor routes, has
the highest rate of doorings in Melbourne, and is the busiest tramway in the
world. Recognising these issues, local government has proposed installing
grade separated bike lanes along the St Kilda Road corridor. Upgrades,
however, have stalled for years due to unsupportive State Governments and
community concern for the loss of on-street parking.
In response, the game artefact Pocket Pedal was designed (refer Section 3),
simulating a segment of the route and attempting to recreate virtually the
complex interactions between motorists, cyclists, pedestrians and residents.
In Pocket Pedal, a player must ride to the city along a digital St Kilda Road
without crashing or engaging in high levels of risky behaviour.
To test out the use of game artefacts on stakeholders impacted by the St
Kilda road proposals a workshop was held (refer Section 4). Stakeholders
include cyclists, motorists, transit users, planners, residents and health
professionals. The game was tested both as an individual artefact, and broken
into various elements/props embedded in other codesign activities.
Through knowledge gained from designing physical and virtual games, and
running the workshop, the Urban Gaming Toolkit was made (refer Section 5).
15
ST KILDA JUNCTION
END OF BIKELANE
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BUSSES & HORSE CARRIAGES
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PEDS WAITING FOR TRAM
TRAM SUPERSTOP
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LANE CHANGE
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THIN BIKE LANE
MULTPLE LIGHTS
PEDESTRIAN XING
DOUBLE PARKED TAXIS
LANE CHANGE X 2HORSESHIT
PEDESTRIAN CROSSING
90° BIKELANE TURN
CARS CROSSING BIKELANEHORSE CARRIAGE/TRAMS
HORSE CARRIAGE/TRAMS
HORSE CARRIAGE/TRAMS
TRAMSTOP/BIKELANE SWAP MATERIAL
DESIGN HUB REPAIRS BLOCK B.LANE
GRADE SEPERATED BIKE PATHS
CAT CALLING FROM TRAMSTOPS
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1
bikes
1 CyclingHow can cycling be defined to be compatible with the design process?
The purpose of this section is to theorise an understanding of urban cycling
best suited for design. Rather than an activity or transit method, cycling will
be conceptualised as an ‘ecology’ of diverse stakeholders, environments and
practices.
This ecology will be defined by investigating how riding is experienced; its influences, impacts, current cycling states and desired future states. From this, implications for the project will be identified, and core design aims established.
1.1 Who does cycling impact?Urban cycling is complex and far reaching. Cycling environments do not just
describe riders and infrastructure, but include drivers, transit users, planners,
residents and business owners. The impacts of cycling are intersectional and
multiscalar:
• At a city-wide level , cycling contributes positively to public health,
congestion and the environment (Fishman et al. 2015). A study in Portland estimated that investing $138 - $605 million in cycling infrastructure would result in savings of $143 – 218 million in fuel, $388 - $594 million
in health care costs, and $7 billion - $12 billion savings in lives (Gotschi
2011).
• At a local level, cycling impacts the street. Though often met with
opposition , upgrading cycling infrastructure has been associated with
increases in revenue amongst nearby business owners. While cyclists
spend less per shop than motorists, riders visit areas more frequently than drivers. (Allatt et al. 2013; Lee & March 2010; O’Connor et al. 2011)
• On an individual level, cycling impacts the body. The health benefits gained from cycling have been found to outweigh any increase in road
trauma. Health benefits have been calculated to be anywhere in the range of 9 to 96 times larger than any increased road risk (Rojas-Rueda et al.
2011; Teschke et al. 2012; Götschi et al. 2015).
In academic, government and design discourse cycling is almost universally
praised. Why then is urban riding still undertaken only by a few?
Implication for design 1: Urban cycling environments extend beyond cyclists. Codesign activities are to establish a method for a diverse set of stakeholders to collaboratively work together.
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1.2 Cycling: a need for phenomological urban planning?Urban riding is complex and requires additional analyse than conventional car-based transit discourse (Popan 2015b). By describing cycling as an ecology rather than a series of separate elements, barriers to the practice can
be more readily understood.
Unlike motorists, cyclists are exposed road users. This means a cyclist’s
surrounding environment exerts a much greater influence on them than on other modes of traffic. Simple things like hills, exhaust fumes, frequent stop-starting are insulated in a car but are felt on a bike. This complex
interaction between cyclists and environment leads ethnographists such as
Lugo to describe a bike rider as an ‘assemblage of body, city and machine’, the intersection of the built environment and others moving through it (Lugo 2010).
Cycling environments are also fast. Riding cannot be understood solely in
terms of space, rather, time must be considered. The speed of stakeholders
is important: motorists are much faster than bike riders. There is therefore
a time-space differential between drivers and cyclists, leading to potential
conflicts.
A phenomenological understanding best describes this mix of complexity and
fastness inherent in cycling. Just as a house is not a building but a dwelling
(Whittemore 2014), cycling routes are more than transit routes. Cycling routes are places themselves, ridden through and experienced.
Implication for design 2: The experience of cycling environments differs amongst stakeholder group (cyclists, motorists, transit users, station-ary stakeholders). Rather than focusing on solutions, codesign activities aim to lessen ignorance and equalises an understanding of cycling for all groups.
Game artefacts need to capture the complexity and fastness of cycling in the safety of a workshop setting. Games are to both describe cycling and allow participants to investigate it themselves.
21Bike footrests, Copenhagen
1.3 Current and future states of cyclingIn Australia and other English speaking countries, cycling rates remains low.
While cycling participation is now increasing rapidly (Johnson 2011)primarily in Melbourne, Victoria, Australia and is presented as a thesis by publication.
The Safe System Framework was used as the theoretical model for the research and the research stages included i, only 1% of road trips in Australia
are made by bike.
More pressing still is how dangerous it is. In Melbourne, it has been calculated
that the relativist risk of serious injury of cyclists compared to drivers is 13:1 based on police data and 34:1 based on hospital data (Johnson 2011)primarily in Melbourne, Victoria, Australia and is presented as a thesis by publication.
The Safe System Framework was used as the theoretical model for the research and the research stages included i.
There is also a lack of cycling diversity in English speaking countries, where
female participation is under 30%. The Netherlands, Germany and Denmark all have female cycling rates above 45%. Unlike in these countries, cycling
rates in Australia are also inversely correlated with age (Aldred et al. 2015). Alarmingly, increased participation in cycling has actually seen a reduction in
gender diversity in some areas of the USA (Pucher et al. 2011)
23
5 years of Melbourne bike crash data,
Vic Roads and Monash Alfred Crash Survy
1.4 How can urban dwellers begin cycling more?For cycling to become a less marginal transit mode, the experience of each ‘actor’ in the phenomenological assemblage must be considered (Popan
2015a)but also contributed to a growing interest within sociology for cycling practices (Horton et al. 2006. Though interrelated and unable to be considered in isolation, in context of this thesis, design activities will involve
the following elements of the cycling ecology/assemblage:
1.4.1 Experiencing infrastructureAs discussed previously (Refer 1.2), a cyclist’s experience of the road is personal. Though bike infrastructure attempts to equalise time and space between transport modes (Lugo 2010), cycling infrastructure is gendered and ageist. Higher quality bike infrastructure such as ‘Copenhagen’ style segregated bike lanes are associated with higher female participation (Garrard et al. 2008).
In Copenhagen and other areas of higher cycling rates, the
phenomenological experience of riding has been planned. Beyond segregated
bike lanes, ‘green wave’ traffic lights preserve a rider’s inertia and keep stop-starting to a minimum (figure 1). Angled rubbish bins are placed along cycling routes, optimised for a cyclist throwing rubbish away mid-ride (figure 2). Designing infrastructure at all scales (urban and personal) for a diverse set of
riders emphasises the casual, inclusive cycling needed for high cycling rates
(Gössling 2013).
It is therefore important to consider a diversity of experiences when
designing cycling infrastructure. Rather than building for the stereotypical
MAMIL (middle aged man in lycra), a group perhaps more tolerant of poor riding conditions; the experiences of casual riders, females and people who don’t currently cycle need to explored (Aldred et al. 2015).
1.4.2 Experiencing cycling practice .A cyclist’s vulnerability extends past physical infrastructure. Human
infrastructure (a city’s pedestrian, motorist and cyclists identities and
behaviour) also exerts great influence on a bike rider feeling legitimate on the road.
Legitimacy in cycling is two tiered. Firstly, a broader understanding of what is a legitimate road user is needed beyond motorised transit. Secondly, within
cycling itself, diversity in riding needs to be embraced, beyond the ‘proper’
(read: middle aged, white, male) cyclist (Aldred 2012).
1.4.3 Experiencing access to the bicycleAccess to a bike also impacts cycling rates. This is primarily achieved by
dismantling economic barriers to bike ownership. A great example of this is
Second Chance Cycles, a Melbourne organisation providing cheap bikes to
offenders recently released from prison.
25
Just as important, however, are knowledge gaps: do people feel confident using their bikes in urban spaces?
Implication for design 3: The experience of perceived less ‘legitimate’ rid-ers are important (casual riders, people who don’t currently ride, women, children). Workshop activities are designed to encourage a broad experi-ence of cycling to be explored. Game artefacts aim to create a framework ensuring all participants feel legitimate and able to make active contribu-tion to workshop activities.
1.5 Core project aims: Conceptualising cycling as ecology allows for traditionally opposing elements
(bikes vs cars, drivers vs cyclists) to be considered as an interrelated system
with multiple potentials, rather than just being described in terms of inputs
and outputs (Fuller & Matos 2011). Stakeholders can then explore this system.
This conceptualisation was tested in a codesign workshop (refer Section 4).
The core aims of the workshop are described below:
1.5.1 Using artefacts to explore the cycling as-semblageThe fast and complex nature of cycling means it is hard to quantify. This can be seen from the underreporting of incidents, near misses and harassment
in cycling data. (Sanders 2015; Chaurand & Delhomme 2013)with an average increase in bicycle commuting of 47% (Flusche, 2012. It is therefore difficult to describe cycling environments to stakeholders who do not experience
them on a bike.
Motorists sometimes perceive cyclists behaving erratically, often actually
caused by haphazard bike infrastructure. Design activities aim to
prototype effective methods of recreating the experience of riding, allowing
participants to test out the link between road infrastructure and behaviour.
1.5.2 Reducing stakeholder conflict by unpacking the time-space differential Many drivers have negative personal experiences of slow bikes on the road
(Aldred 2012). The speed difference between cars and bikes contribute to bike riders being perceived as illegitimate (Lugo 2010), often leading to conflicts.
Using the artefacts tested in 1.5.1 cycling can be exploring in terms of time
and space in participants. Through this, a shared conception of the road
amongst stakeholders can be developed.
27
1.5.3 Idea generation through a phenomenologi-cal understanding of cycling: Cyclists experience the built environment differently from motorists. Physical
(bike lanes, green lanterns), dynamic (traffic) and cultural (behaviour, identity, perception) infrastructures (Lugo 2010) influence bike riders to a greater degree than motorists.
: As described previously (refer Section 1.3), inclusivity in the riding
experiences is required for cycling to become a less marginal activity. Through game artefacts, the experience of cycling in
all stakeholders can be interrogated, and a diverse range of personal needs
in cycling can be identified. By embedding these game artefacts in codesign activities, solutions to these needs can be proposed by participants.
1.6 Next StepsThrough understanding cycling as an interlinked ecology, perceptions and
ideas of many different stakeholders can be identified, tested and shared. Rather than conceptualising cycling as a series of right/wrong inputs and
outputs, an environment can be created to explore the diversity of needs in
participants. Through the process of unpacking these needs, a framework for
idea generation can be created.
The following chapter will describe design strategies employed to
productively depict, explore and exploit such ecologies.
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ST KILDA JUNCTION
Bike lane between many lanes of traffic, route freight vehicles use
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KINGS WAY BYPASSN
Bike lane ends, replaced by left hand turn traffic lane
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PROBLEMATIC BIKE BOX
Bike box in right-side lane, forces cyclist to cross a lane of traffic
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NGV LANE CHANGE
Bike lane crosses two lanes of traffic to right hand side of road; cyclists forced to ride with traffic
UNPROTECTED BIKE LANES
Non-grade seperated bike lanes offer little protection to cyclists on busy route
37
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ST KILDA JUNCTION
Cyclists must negotiate narrow bike lane between multiple busy lanes of traffic
2
41design
2 DesignHow can design be used as a process for activism?
The purpose of this section is to justify the choice of design methodologies
in relation to the key research questions of this thesis – namely, how activist design can be used for change in complex environments. Design is
conceptualised not as a final outcome, but as a management strategy for dynamic and contingent systems like urban road environments.
This section considers ‘activist design’ as the creation of atmospheres,
toolsets and methods, to encourage productive social activities for effective
change in these systems. As discussed in Section 1, cycling is best
considered as a complex ecology involving conflicting stakeholders with a diverse set of backgrounds and experiences. Such systems cannot be
‘solved’ by single designers.
Rather than designing a ‘solution’ to cycling, a codesign workshop was
devised and tested on stakeholders of the current St Kilda road upgrade
proposals. Using games embedded as artefacts in participatory activities,
this thesis tests a strategy of ‘design[ing] the design process’ (Westerlund
2009). This involves designing artefacts and spaces where stakeholders are empowered to safely challenge existing views, reduce their own ignorance
and collaboratively imagine future possibilities (Albinsson et al. 2008).
Specific game artefacts will be discussed in the next section (Refer Section 3). This section investigates how the design process can be redesigned to
best support the productive social activities needed in cycling, what design
strategies are amplified through the use of games, and how game artefacts can be effectively embedded in a design workshop.
43
Design virtual artifacts for design activism:
Pocket Pedal game, Unity 5
2.1 Designing a common frameAccording to Lars Albinsson, writing in the context of developing new design techniques for ‘Open Innovation’, idea generation is most effective when a diverse set of stakeholders can be part of any development of solutions
(Albinsson et al. 2008). However, integrating stakeholders with varying backgrounds, interests and competencies into successful participatory
design outcomes can be difficult. In cycling, stakeholders including planners, motorists, cyclists, residents and local shop owners might have radically
different experiences, professional backgrounds and beliefs. These diverse
groups need to be able to work together for effective change to happen
This thesis explores the use of interactive prototypes (games) as a method
for designing a common frame in stakeholders. Prototypes are a limited
representation of a design that users can interact with (Brandt 2007). As amplifiers of design processes, prototypes use a combination of rules and props to create a common framework that people can relate to, a levelling of
stakeholders.
Prototypes are ‘boundary objects’, shared between participants but allowing
for different interpretations (Brandt 2006a). These facilitate stakeholder interaction between potentially disagreeing or hostile groups such as cyclists
and drivers. Prototypes achieve this effect by helping participants shift their
attention to interacting with the artifact rather than focusing on each other.
i wish this wAs
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:IT'S DANGEROUS HERE
:IT'S DANGEROUS HERE
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45
i wish this wAs
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:IT'S DANGEROUS HERE
:IT'S DANGEROUS HERE
:IT'S DANGEROUS HERE
:IT'S DANGEROUS HERE
2.2 Exploring conditions in a collaborative spaceTraditional participatory practice positions an architect as the ‘filter’ for a community’s needs (Cossio et al. 2012). As Westerland theorises in the context of creating participatory artefacts, needs cannot be simply ‘found’
by a designer but must be actively imagined or created (Westerlund 2009). Asking stakeholders what they want is insufficient for design, as individuals simply repeat characteristics of the environments they already know
(Albinsson et al. 2008).
In the context of cycling, some stakeholders (cyclists) are more aware of
their needs than others (drivers). Through an explorative design process, all
stakeholders can discover and test out various needs themselves.
Several strategies for embedding exploratory artefacts in workshop activities
are discussed below:
2.2.1 PropsProps allow a designer to create a framework where participants can
collaboratively explore an issue. Rather than attempting to recreate a
scenario in all its complexity, props simplify; breaking an issue down into manageable pieces participants can engage with.
Using props in design activities encourages stakeholders to move away from
the general and to the specific, as participants must interact with the object in front of them. Images, videos and objects are more powerful than relying
only on language as tools for discovery. When participants can employ all
senses and interact with tangible objects, more reflection and comments are generated (Brandt 2006a).
A designer can influence participatory outcomes through the strategic implementation of props. More abstract props evoke a wider range of
responses in participants, while higher fidelity props narrow response range for more detailed analysis.
In the context of this project, this interpretation of props allowed work-shop activities to abstract elements of cycling (infrastructure precedents, phenomenological aspects of cycling, etc) into conceptual yet tangible ‘chunks’ of riding, readily testable by participants. This deployment of props in the design process is innovative because higher fidelity props (smartphones with the Pocket Pedal game installed on them) can be nested in lower fidelity props (cards instructing participants how to play), creating immersive but adaptable experiences (ref 3.6).
47
participatory design
can be boring
2.2.2 PlayWorkshop activities use play as a core mode of interaction. Huzinga’s work
Homo Ludens identifies play as core to human culture, ‘the free activity standing ... outside ordinary life as being not serious but at the same time
absorbing the player intensely and utterly’ (Huizinga 1955). Play creates
a ‘magic circle’, a protective space where players are spared the physical
consequences of their actions (Bogost 2006).
Interpretations such as that of “ludic design”, introduced by Bill Gaver to
describe new methods for interaction, recognise play not as a wasteful
activity but a mechanism for imagining new possibilities (Sengers et al.
2005). The role of play in the social construction of reality has been compared to mutation in genetics, a constant testing out of new ideas (Brandt et al.
2008).
In the context of this project, play, through design games (refer Section 3) allows props/artefacts in workshop activities to have defined relations/rules with each other. The engagement and safety associated with play is a powerful tool for encouraging participants to interact with props and each other in new ways.
2.2.3 EnactmentsEnacted scenarios are where participants act out situations to understand
a subjective experience (Binder 1999). Enactments situate artefacts both
in the ‘real’ issue (the scenario enacted) and in the safety of the workshop
setting (where the scenario is performed).
This creates an ongoing dialogue both between stakeholders, but also
between stakeholders and the designer. Emphatic scenarios can be
particularly useful at participatory events where participants come from
different backgrounds (Brandt 2006a); the stage and props becoming common language for engagement.
Through improvisation, enactments create processes that redesign
themselves, allowing activities to move beyond even a designer’s initial
conception of a framework (ref 3.5.2). This cycle of exploration and testing
ensures the outcomes of the group surpass any individual potential of
participants (Wood 2008).
49
2.3 Expanding design spaceWithin political theory, agonism is the idea that democracy is intrinsically
contentious, needing confrontation and dissensus to work (DiSalvo 2012). Using the exploratory strategies described above, agonistic but playful
activities can be created for workshop participants
EXAMPLE: FUTURE WORKSHOPS
Future workshops is a participatory strategy employing critique and exploration to encourage participants to step out of preconceptions and engage in novel ideas. In the critique phase, participants criticize current practice. In the fantasy phase, participants create and come up with ideas about how to deal with problems identified in the critique phase. Finally, in the implementation phase, participants return to the present to identi-fy strategies for integrating ideas in reality (Halskov & Dalsgård 2006)&.
Using a similar process, the cycling workshop enabled participants to
challenge worldviews themselves rather than being simply told about change.
Through interaction with game artefacts that provoke, participants engage
in a process of self-discovery. This exploration is much more effective at
encouraging participants to move beyond their previous assumptions than
traditional authoritative dissemination of knowledge (Ratto 2014). This state is called an expanded design space, where a participant’s ability to envision
possible futures is expanded (Brandt 2006a).
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Public Lab Balloon Mapping Kit (discussed overleaf)
2.4 Design as activismAs discussed throughout this section, activist design does not have to be
focused around producing end results. Such design instead aims to challenge
traditional conceptions around participation and democracy (Björgvinsson et al. 2012) through the creation of politically transformative spaces.
EXAMPLE: PUBLIC LAB BALLOON MAPPING KIT (PREVIOUS PAGE)
Public lab’s Balloon Mapping Kit (and the availability of low-cost helium balloons) enable ‘citizen scientists’ to create higher quality aerial maps than satellites (Wylie et al. 2014). Through designing simple props (helium balloons, low cost camera filters, free algorithms) individuals can perform powerful vegetation analysis on landscapes. The activities enabled by Public Lab alter power dynamics in cartography, challenging conventions of who can make ‘credible and actionable knowledge’ (Wylie et al. 2014).
Diversifying who can make ‘credible and actionable knowledge’ is de-signing an expanded design space for users. Rather than attempting to ‘design’ for better land-use strategies, Public Lab created a space that al-lowed participants to interrogate their environment in ways they couldn’t before. This allows new needs to be identified and novel ideas be generat-ed.
The focus on creating artefacts that similarly empower users is important
in urban cycling environments. Designing objects that enable participants
to perform new methods of analysis (ie. exploring their environment in new
ways) is needed, as bike riders rarely can make ‘credible and actionable
knowledge’ in their cycling environment.
Though design activism aims to create spaces for non-authoritative
exploration (Ratto 2014), high barriers to entry exist in participatory design practice. Issues arise if making activities are too restrictive, not meaningful
(ie. just observation) or if technical/knowledge requirements are too high. Self-selection is an issue all participatory design faces: participants must
be privileged, informed and motivated enough to take part activities. This is
an issue in cycling, as marginalized cyclists (casual riders, females, children)
are key targets for any design intervention.2.5 Key Outcomes for Workshop activities
By considering activist design as a method for creating spaces that
encourage particular kinds of activities amongst stakeholders, much more
complex and far reaching outcomes can be generated than what a single
designer can achieve.
In cycling, and on St Kilda Road, traditional design outcomes for better
cycling may already be known (the local council of Port Phillip has already
designed a bike upgrade scheme for the route). However, these end-product
designs are not enough to manage this complex ecology.
Such proposals do not reduce ignorance amongst stakeholders. As referred
in section 0, some groups (certain motorists) are opposed to upgrades while others (the State Government, the body with actual jurisdiction over the road)
are less aware of a cyclist’s needs. The upgrade scheme has been delayed for
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years. Workshops can reduce opposition to infrastructural implementation as
stakeholders achieve a level of consensus.
Artefacts let designers create new methods for participants to explore
environment in the safety of a workshop setting. By embedding these
artefacts in activities adaptable to participant responses, designers can
facilitate stakeholders in confronting their own previous conceptions.
Expanding design space through props, play and enactments lets a designer
direct participants to ‘creating’ cycling needs themselves. This creation is
the making of ‘credible and actionable’ knowledge needed for activism.
These game artefacts must be designed carefully. The following section will
discuss how games can be used as embeddable objects for these design
outcomes. A framework for creating an expanded design space amongst
participants will be discussed, and specific game proposals outlined.
3
game
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3 Games and designCan games be useful for participatory design activities?
Cycling infrastructure can be overwhelming for non-professionals to engage
with (refer Section 1). The codesign process aims to expand design agency
to non-designer stakeholders (refer Section 2). However, designers struggle
to ensure a broad range of people can make the ‘credible and actionable’
knowledge these processes require (refer Section 2.4).
Games offer a level of engagement that most activist processes lack. Since
the 1970’s, participation in the democratic process (perhaps the most common ‘activist activity’) has declined: voter turnout has decreased 8% in
OECD countries, and party membership has dropped over 60% (Lerner 2014). Yet, each year more people play games: 50% more children play video games now than in 1999, and 40% of gamers are female (ESA 2015). People who participate the least in politics (youth, people of colour, low income families)
engage with games the most. (Lerner 2014).
This section investigates how games can create new frameworks for the
activist design strategies explored in Section 2. In the context of this
design process, games are successful not in isolation but when they can
be embedded as artifacts in codesign and engaged with productively by
participants.
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3.1 What is a game?Traditional media such as an architectural render is representational,
meaning it produces a description of traits and a sequence of events to form a narrative. Games, on the other hand, are based on an alternative structure
known as simulation (Frasca 2003).
A game is a simulation in which players engage in artificial conflict, defined by rules, resulting in a quantifiable outcome (Salen & Zimmerman 2004). Useful in this definition is the notion that designers only indirectly shape a player’s experience. Through the design of mechanics (components,
data and algorithms) and dynamics (the run time behaviour of mechanics
interacting with the player and each other), rewarding experiences in a player
are evoked (a game’s aesthetics) (Hunicke et al. 2004).
In this framework, videogames can be thought of as computational artefacts
arising from a series of rules, or processes (Bogost 2007). Games trying to make a point do not just author arguments through representation such as
words (oral rhetoric) and images (visual rhetoric). Rather, games can use
procedural rhetoric: authoring arguments through the processes, rules and
conditions that define players interaction. Ian Bogost argues such games are persuasive games, creating emergent experiences where the player discovers
and forms opinions for themselves, rather than simply being told (Bogost
2007)(Rockwell & Kee 2014).
3.2 Implication of games on proposalThere is a substantial body of work in the use of games outside playing
for enjoyment, for example educational games (Oak & Bae 2014; Zielke et al. 2009; Steffen P. Walz 2015). However, there is also much criticism surrounding these ‘serious games’. Namely, prioritisation of the serious
objectives of a designer above player experience (Ferrara 2013
& only representation simply). On the other hand, through careful consideration of the processes evoking a player’s experience (gameplay),
persuasive games can facilitate the emergence of new possibilities in players
(Bogost 2007).
Such games share many elements of co and meta design, namely a shift
away from the designer in complete control (Jones 1979), to designing the
conditions for participant self-actualisation (Albinsson et al. n.d.) exploring
emergent and interlinked ecologies (Thackara 2005) (Fuller & Matos 2011), and uncovering unexpected potentials (Wood 2008).
3.3 Pocket PedalPocket Pedal was designed as an iPhone game playfully simulating the riding
conditions on St Kilda Road. The player, on a bike, must navigate safely to the
city. Refer next section ‘Pocket Pedal as Artifact’ for design details.
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3.4 Simulation TaxonomyIn order to characterise the experience of codesign amplified by play, this thesis introduces a taxonomy of characteristics such games can be classified under:
Fidelity
How many defined rules are there in the simulation? This determines a game’s fidelity. While fidelity does not necessarily produce complexity (is chess less complex than Counterstrike?) higher fidelity simulations attempt to depict reality explicitly. Lower fidelity simulations abstract and simplify.
Flexibility / Rigidity
How flexible are the ‘rules’ governing the game to participants at run-time? More rigid games have defined rules that cannot be changed by players. Rigid simulations generate responses mostly known by the designer, while flexible simulations are open to player interpretation and so generate a diverse range
of potentially unforseen outcomes.
In general, higher fidelity simulations are usually more rigid than lower fidelity simulations.
Authority
Is the game experience designed to encourage participants to challenge
assumptions made in the simulation’s creation? An example of an
authoritative simulation is traffic modelling, used as actual evidence. Realism in games often conveys authority to participants.
Immersion
Immersion is the ability for participants to suspend disbelief (Frasca 2001b)most video-game characters didnot reflect our everyday life for the simple reason that most of them weretrolls, aliens, and monsters. However, this has
changed since the introductionof The Sims (Wright 2000. In the context of simulation design, this can be framed as how much ‘computing’ a simulation
undertakes for a player at run time. Videogames are immersive simulations; most of the experience of playing one is offloaded to the computer and does not need to be considered by the player. Enacted scenarios are less
immersive simulations; participants must ‘generate’ runtime conditions themselves. Immersive simulations can be employed to explore complex
environments as the game takes care of much of the complexity for
participants.
This ‘offloading to the computer’ means immersive simulations are higher fidelity and usually rigid (rules being less discretionary by participants) unless explicitly designed as flexible (see sandbox games such as Minecraft).
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Rosario Habitat locations,
Rosario, Argentina
3.5 Activist game case studiesThis thesis identifies games that have outcomes resembling codesign goals as activist games. These games create processes letting participants make
the ‘credible and actionable knowledge’ needed for activism (refer 2.4
design as activism). Several games with empowering interaction models
are discussed below in order to establish a framework of successful activist
procedural rhetoric.
3.5.1 Rosario HabitatMedium fidelity, semi-flexible simulation Conditions created that are authoritative
Rosario Habitat uses gaming to successfully codesign villa (informal
settlements) upgrades in the Argentine city Rosario. Previous villa proposals
had been met with hostility. Overcrowded neighbourhoods needed to be rearranged (and houses demolished) to provide safer access, more natural
light, and larger dwelling sizes. (Lerner 2014). A game was created to make this process accessible to residents.
In initial workshops, participants created a framework for determining lot
reallocation (the game’s mechanics). At the beginning of the workshop
residents were given a base set of rules: lots had to be larger than 100m2, and no more than 30% of residents could move from the villa. Residents then proposed, and voted on, additional rules such as weighting systems
and priorities for lot allocation (for example, higher priority for people with
disability and family close by). This framework established the conditions for
the game.
Once the framework for lot allocation had been created, the next series of workshops dealt with lot allocation itself (the game’s dynamics). These
workshops were collaborative planning simulations. In each workshop, a
large map of the portion of the neighbourhood workshop participants lived
was printed. Transparencies were then given out representing 100m sized lots. Using the lot allocation framework participants had created in the
initial workshops, residents attempted to redistribute lots by sticking the
transparencies over the existing condition plan.
The programme created a successful slum upgrade method now used in many
other villas in Rosario (Lerner 2014). The game process mediated conflicts when they inevitably occurred, as workshop participants had created the
conditions governing reallocation themselves. Through simulation, urban
planning became safe and actionable for residents. Participants tested lot
arrangements, altered the shape of transparencies to fit more effectively, identified lot space that could be negotiated for, and determine which residents had priority.
The simulation created a productive interaction model in potentially
conflicting participants. The use of self-generated rules, props (transparencies indicating lots) and immediate response (a successful /
unsuccessful transparency arrangement) created a shared design frame
(refer Section 2.1) where participants were encouraged to collaboratively test
out ideas (refer Section 2.2). The game framework empowered participants,
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giving them a tool to create complex lot arrangements (optimised by the
social fabric of the neighbourhood) that could not have been achieved by
planners alone.
In the context of this thesis, Rosario Habitat demonstrates the productive conditions that are generated by using a combination of rigid (predefined) and flexible (self-generation) rules in simulation. Leaving this calculation to participants (less immersion) created a processes that was authorita-tive yet still generated personal outcomes.
3.5.2 Forum TheatreLow fidelity, flexible simulation Conditions created for personal critique
In Forum Theatre individuals participate in structured, enacted scenarios to learn about and critique a situation. The aim is not to produce solutions, like in Rosario Habitat, but create meaningful debate.
Forum theatre creates participatory enactments. Actors present a short play where the protagonist must deal with a powerful character not letting them
achieve a goal. After one representation, anyone in the public can become
a ‘Spec-actor’. That is, taking the place of the protagonist and proposing,
through improvised acting, a solution to the scenario.
“The game is spect-actors—trying to find a new solution, trying to change the world—against actors—trying to hold them back, to force them to
accept the world as it is.”
--Augustus Boal cited by (Lerner 2014).
Forum theatre uses the exploratory nature of games to unpack an issue. Bodies and the initial scenario form game mechanics. Game dynamics (run
time behaviour) are created through the emergent interaction between
participant and actors. What is created is a simulation; a safe space where participants test out ideas and see immediate, situated responses. As
problems dealt are complex, solutions generated are often incomplete. The
simulation (ie the enacted scene) can be run several times, each play offering
a chance for new perspectives (Frasca 2001a).
For the purposes of PocketPedal, this example demonstrates the link be-tween low fidelity and flexibility that is readily available through human improvisation.
Such simulations avoid simply satisfying pre-known conditions estab-lished by the designer (Binder 1999) Through ad lib dialogue, a simulation can be created that is contingent and highly adaptive to participant re-sponse. The fluidity of human interaction both accommodates and chal-lenges personal interpretation of an issue.
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3.5.3 McDonald’s gameHigh fidelity, rigid simulation Conditions created to depict large scale complexity
A similar process to ‘spec-acting’ is attempted digitally in the McDonald’s
Videogame, a web-based protest game designed by the Italian game studio
La Molleindusria. In the game, a player controls all elements of the global fast
food chain: deciding whether to engage in illegal deforestation to improve soy
yields, using hormones to increase beef production, creating manipulative
health campaigns to induce demand. Such tactics become increasingly
necessary to keep the business afloat as land is over-farmed and health organisations provoked.
Through a cycle of choosing corporate strategy and dealing with subsequent consequences, a player becomes aware of the necessity of corruption in the global fast food industry. Rather than simply informing a player about
McDonald’s numerous human rights and environmental breaches, players
test out the interconnectedness of the disparate parts of McDonald’s
production machine.
For PocketPedal, the power of virtual representation (immersion) in mak-ing complexity manageable for participants is desired. Through a videog-ame, the interconnectedness of scenes in a vast, global-scale assemblage were made accessible to the player. Such complexity (recreating the deforestation process, management of a store’s employees, etc) would be difficult to recreate in more abstract participatory processes as props are less defined.
The rigid framework of the high fidelity simulation means, however, that outcomes are predetermined and known. Players always have to use ‘bad’
corporate tactics. Unlike the flexibility of improvisation, the game logic offers no way to challenge this model and discover things unintended by
the designer. Play here simply encourages individuals to engage in further
corruption rather than inspiring participants to critique assumptions and disrupt.
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3.5.4 Lessons learned for Pocket PedalIn the context of this thesis, these three case studies demonstrate how a
designer can shape simulation outcomes through the parameters of fidelity, flexibility, authority and immersion. Parameters influence each other (ie. an immersive simulation is usually less flexible) meaning there are trade-offs in simulation design. With effort, some of these effects can be mitigated. For example, sandbox games like Minecraft are immersive and flexible through the creation of even more rules defining the game’s malleability.
This thesis proposes that an easier method for designers (perhaps less technically capable at making such complex simulations) is to embed higher fidelity (rigid, immersive, good at describing complex scenarios) simulations in lower fidelity (flexible, contingent, more innovative out-comes) activities. These activities themselves can be games, allowing multiple ‘levels’ of simulation to complement each other. This is an effec-tive strategy for creating immersive yet personal simulations.
Games, however, need to be designed to allow this nesting to occur. The next
section will discuss the ‘levels’ of simulation occurring in the Pocket Pedal
workshop, and the optimisation needed for embedding the higher fidelity game into more flexible design activities.
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3.6 The playful and the simulatedAs discussed throughout this thesis, games are simulations, meaning they
allow a player to experimentally interact with a dynamic system (Woods
2004). Pocket Pedal uses higher fidelity simulation (seen in the McDonald Game) embedded in codesign to create outcomes unforseen by the designer
(seen in Forum Theatre and Rosario Habitat).
3.6.1 First level simulation: mock upPocket Pedal uses simulation for participatory goals on two levels. The
first level of simulation occurs in participant interaction within the game world. Using virtual mock-ups of a bike, hazards and world (refer Pocket
Pedal gaming book), participants will be able to explore, in the safety and
convenience of a workshop setting, the experience of cycling in a complex
urban environment. Playing Pocket Pedal on this level is an attempt at
equalising stakeholder knowledge, a tool for creating a common frame (Refer Section 2.1) for participants from various backgrounds and experiences.
3.6.2 Second level simulation: conscious-raisingThe second level embeds the cycling simulation in codesign. This involves
encouraging participants not to accept the game at face value but to critique it.
Though appearing rational, all simulations are non-objective as value
judgements are made in a designer’s choice of what parts of reality are
simplified. In the urban simulator Sim City, raising taxes always leads to riots rather than increasing productivity and social cohesion (Bogost 2006). These value judgments are sometimes designed with the specific intent to influence a player’s worldview, demonstrated most overtly by propaganda games such
as America’s Army. Simulations like these portray geopolitical conflicts in a way that justifies and celebrates US involvement (Allen 2011) without players necessarily being aware the game’s ulterior motive.
As Sherry Turkle writes, provoking players to analyse and deconstruct design
assumptions made in a simulation facilitates participants to question their own ideological assumptions:
“It would take as its goal the development of simulations that actually help players challenge the model’s built-in assumptions. This new criti-cism would try to use simulation as a means of consciousness-raising”
-Sherry Turkle in Life On Screen. Identify in the Age of the Internet, in (Frasca 2001b)
Incorporating player critique expands a game beyond a designer’s initial desired outcomes. Rather than having set goals like those found in the
McDonald’s game (learning that fast food requires corruption), outcomes unknown to the designer (the debate aroused in Forum Theatre) can be generated.
But how can a simulation be made to encourage critique? Videogame theorist Gonzalo Frasca believes that immersion (Refer 3.3) restricts this conscious-
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raising in a player (Frasca 2001b)most video-game characters didnot reflect our everyday life for the simple reason that most of them weretrolls, aliens,
and monsters. However, this has changed since the introductionof The Sims
(Wright 2000. He identifies with German playwright Bertolt Brecht’s criticism of Aristotelian theatre, where an audience is immersed in a play without an
opportunity to take a step back and think critically about what is happening
onstage.
Pocket Pedal, however, positions immersion as a useful tool in gaming. In a
workshop setting, players need help suspending their disbelief in order to
experience the phenomenological aspects of cycling in the safety of a room
(Refer 1.2). An immersive game world aids the creation of a ‘magic circle’, a
design space where participants can explore possibilities without worrying
about consequences in the real world (Refer 2.2).
3.6.3 Simulation and authorityImmersion alone does not limit critique. Rather, simulations themselves convey conditions of authority (Refer 3.3). Unlike games, the non-immersive
experiences of traffic simulations are often uncritically considered ‘objective’ depictions of reality. This is true even when such models are revealed to
rely on many arbitrary assumptions (refer Dr John Goldberg’s criticism of
Translink’s continual use of inflated traffic modelling in NSW road projects (Goldberg n.d.)). Divorced from accuracy, it seems the autotelic nature of
games (playing a game simply for its own sake) itself transmits subjectivity.
Within games, immersion too can be designed to express differing levels
of authority. Virtual Warrane, a virtual experience of the Gadigal people of
Sydney Cove before the First Fleet, projects authenticity (Fig x). Authority is conveyed through the game’s realistic visualisation of landscape and people.
Players cannot assess the validity of the designers’ research, but rather are
conditioned to accept it through the game’s confident and serious portrayal of its pre-European world.
3.6.4 Playful simulationsPocket Pedal, on the other hand, is designed as a playful cycling experience.
Reality is not the desired outcome of the game, and this is expressed to the
player. The virtual riding environment is exaggerated, stylised and simplified, projecting to participants that the cycling experience is non-real, designed
and open to being challenged This allow a player to remain at the critical
distance advocated by Frasca (Refer 3.5.2) while still being immersed in, and having confidence in, the riding experience. The game can be thought of as a playful simulation, a non-authoritative immersive experience.
A playful simulation aims to expose the value judgements made in a game
as non-natural (that is, decided by the designer) and fallible. Framing participant interaction as play (Refer 2.2.2 play) avoids conditioning
participants to reach specific and serious end goals and instead prompts personal interpretation (Pelletier & Kneebone 2015). The parameters that are often hidden from the player in the black box of a simulation are highlighted
as artificial through exaggerated, non-realistic representation. Through the non-intimidating atmosphere it evokes, a playful simulation encourages
critique in assumptions made in its construction. At the same time, these simulations still project the confidence needed for participants to explore ideas in its immersive experience.
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AUTHORITATIVE SIMULATION
Virtual Warrane uses a realistic depiction of Port Jackson to convey authority in its research of pre-European Warrane life.
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PLAYFUL SIMULATION
Pocket Pedal, on the hand, conveys the artificialness of world it creates to players by emphasising ‘gameness’.
This is a strategy to provoke participants to challenge assumptions made in Pocket Pedal’s depiction of existing St Kilda Road conditions.
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3.7 Participatory design as metagameSome participatory designers believe defined (non-abstract) props like Pocket Pedal work to narrow participant response. They argue opportunities
for personal interpretation is limited when participants are exposed to
defined design intent (Brandt et al. 2008). Human improvisation is much more flexible than the discrete rules of videogames (Refer 3.5.3).
Yet defined game worlds have their use in the workshop (Refer 3.4). An immersive experience is needed to create a framework for interrogating the
complexity of urban cycling environments (Refer Section 1).
Frasca believes games that can be modified by the player more readily reflect personal interpretation. He argues this ‘modability’ allows a player to challenge a designer’s conception of the game (Frasca 2001a). This flexibility through modding, however, relies on technical confidence most non-gamers lack.
Rather than framing a video game as an independent unit, this thesis
considers Pocket Pedal a high fidelity artefact (an immersive assemblage of all elements of the game medium) embedded in a codesign process.
Low-fi workshop activities are flexible enough to accommodate a diverse set of understandings without needing the technical skills required to force adaptability on a high-tech simulation. The collaborative and informed
debate generated by playful simulations is an input designers can ‘run’
through more flexible and personal codesign activities.
This is considering the metagame, a game’s relationship with its
surrounding external context (Salen & Zimmerman 2004). The Pocket Pedal workshop’s more abstract and flexible metagame allows a broader range of interpretations to be made than simply playing Pocket Pedal alone.
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LEE
Most mornings, Lee gets up at 5am for his regular 20km Bayside ride, testing out his brand new $2000 sportsbike. St Kilda road is his ‘normal life’ commute. Cyclists are slow, so Lee often rides in the car lane.
trish
Trish studies commerce at Melbourne Uni. She’s loving the vintage steel bike she bought in Collingwood last month.Cycling up St Kilda road can be dangerous at times, but Trish tries to enjoy the ride!
mArk
A ‘creative type’, Mark works part-time in the city, starting his days a little later than most Often late, Mark rides a little recklessly to make up for lost time. How else are you going to claim space on the road unless you cycle a little bit aggressively?
TERRY
Terry doesn’t see herself as a proper ‘cyclist’: those wear lycra and ride fast! Safety conscious, Terry makes sure to always wear hi-vis on her ride up St Kilda Road.
‘CHARACTER CARD’ PROPS CREATED FROM POCKET PEDAL GAME
3.8 Games as insertable artefactsHow can the virtual world of PocketPedal be transformed into a readily
‘insertable’ artefact for the codesign process?
Smartphones were chosen as the target platform for Pocket Pedal. This
platform was identified as being advantageous for use in workshop activities:
Smartphones are familiar.
Smartphones are everyday objects. With a penetration rate of 90% in Australia (cite), unlike game consoles and even computers, almost all
participants are familiar with touch devices. This ubiquity has already expanded gaming. Services like Apple’s App Store have majorly contributing
to the explosive growth of non-traditional gaming demographics (ESA 2015).
Smartphones are easy to embed
Smartphones are portable and easy to source. Activities don’t have to be
arranged around a specific space (for example, a gaming console or screen). Rather, phones can be discretely inserted into participatory activities both
indoors and outdoors. Many units can be sourced for an activity, allowing
game experience to be personal with participants divided amongst numerous
devices.
Advantages to a constrained scope
Due to the limited nature of the device, smartphone games have a design
language separate from PC or console games, again advantageous to a
workshop format:
- Their reduced complexity means smartphone games are feasible for
independent developers (and academics) to create. Limited processing power, screen size and player attention mean games not only are suited,
but thrive, when scope is limited. Such games are expected by even a
game-literature audience to have lower quality (but still attractive) graph-
ics and simpler mechanics, suited for non-real playful simulations.
- Unlike traditional gaming, play on smartphones is designed to be flexible. Games must facilitate short duration play-time, being set aside, and then
being resumed later (Daniel Eriksson, Johan Peitz 2005)June 16th - 20th, 2005, Vancouver, British Columbia, Canada (http://www.gamesconfer-
ence.org/digra2005/overview.php. This type of play is not reliant on defined time-slots and can easily be integrated into workshop activities.
- Layers of abstraction (such as game menus, virtual control sticks, etc) are removed to reduce clutter on a phone’s small screen. Objects are often manipulated by direct touch rather than through controllers (Kim & Lee 2015). The new design paradigm for smartphone gaming is more legible
to a non-gaming audience unversed in traditional gaming conventions.
Both as physical artefacts and the design consequences they entail, smartphones and smartphone games blend computing/the virtual into
ordinary life. The following section details how Pocket Pedal is embedded into
the codesign Pocket Pedal workshop.
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3.9 Next Steps: embedding Pocket Pedal into a cycling workshopGames are useful artefacts for designers. The self-discovery of playing
a game is well suited for collaboration and engagement. Through the
parameters of simulation (fidelity, flexibility, immersion and authority) designers can create the conditions for player interaction. However, what
is most important is the metagame: how playing games can create spaces
that support activities needed for change in complex ecologies (creating a
common frame, collaborative exploration, expanding design space).
The conditions of the metagame must also be designed. Game artefacts
need to be optimised for nesting in codesign, both physically (the game
platform) and virtually (the simulation). Playful mobile simulations are one
such strategy, encouraging critique and debate that can easily be used by designers in the participatory process.
A workshop was run to measure the impacts of using games as playful
simulations embedded in codesign. The ‘Pocket Pedal workshop’ inserted the
Pocket Pedal game in a codesign process involving stakeholders affected by
cycling on St Kilda Road, Melbourne (refer Project Outline p.).
Rather than simply asking the diverse set of participants what their needs
were, the workshop employed a series of design games based around Pocket
Pedal to generate a more informed and interesting discussion.
The next section describes workshop results, both as individual codesign
activities and as an overall participatory process.
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Pocket PEdal
as ArtI FACT
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Pocket PEdal
as ArtI FACT
SIMPLE CONCEPT:
Travel in X direction as far as possible. Don’t get hit
EFFECTIVE GRAPHICS:
Blocky grapthics engag-ing, perform well on low powered mobile devices and metricise world (each horizontal band of road and grass is one hop and one point).
NO CLUTTER:
Player control by swipes (up, down, left, right). No buttons cluttering screen. Controls add complexity and can be intimidating to non-gaming audiences.
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PRECEDENT:CROSSY ROAD
CREATED BY TWO GUYS IN THEIR 20’s, ONE GUY IN HIS 30’s
REACH 10+ MILLION
PLATFORM SMARTPHONE
S
ABOutPocket Pedal is an iPhone game playfully simulating the riding conditions on St Kilda Road. The player, on a bike, must navigate safely to the city.
BIKE HEALTH
How safe is you riding? Bike health reflects this.
Compliance with road rules, staying in the bike lane, and navigating obstacles successfully increases bike health.
Riding outside the bike lane and colliding with traffic decreases bike health.
YOUR SCORE
The safer your riding is, the higher your score will be.
Your rider gains points for every 10 metres sucessfuly cycled towards the city.
The number of points gained per 10 metre increment depends on your bike health.
On full bike health, you’ll gain 10 points. Lower health means you gain less points. Riding dangerously until your bike health is empty 0 means you stop accruing points.
BIKE LANE
Try to stay in the bike lane.Here, your bike health will slowly recharge to full.
This means you’ll gain more points and have enough health to survive a crash or two.
Being in the bike lane has its own dangers: make sure you watch out for those cars doors!
THE PLAYER
This cyclist is you. You’re a hipster girl; a lyrca bro; or a reckless dude in his mid twenties.
Tap to pedal, tap each side of the screen to turn.
HAZARDS
Colliding with traffic decreases your bike health; per the collision’s severity.
On low bike health, impacting an obstacle will cause you to crash, ending your game.
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SHRINE
The narrow bike lane positioned on a blind turn ensures this portion of the route has a high
HIGH RATES OF DOORING
Narrow bike lanes throughout route force cyclists into close
DOUBLE PARKED TAXIS
Outside hotels near Domain Interchange force riders onto the road
KINGS WAY LANE CHANGE:
Bike lane ends; bike riders must cross a lane of traffic, then merge with traffic lane to enter bike box
ALBERT ROAD
Many cars suddenly turn left across bikelane to turn down Albert road
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VICTORIA BARRACKS
THE MELBOURNIAN
PRINCESS BRIDGE
VICTORIAN SCHOOL OF THE ARTS
NATIONAL GALLERY OF VICTORIA
ARTS CENTRE
VCA LANE CHANGE
Outside VCA, cyclists forced to cross two lanes of traffic to stay in bike lane (crazy)
NGV BUSSES
Tour busses outside NGV park in bike lane, force cyclists onto road.
FLINDERS ST STATION
UNPROTECTED BIKELANES
do not offer any protection for cyclists from passing vehicles
general run
DEPTH OF FIELD (BLUR)
Simulates the loss of visual acuity of far away objects experienced by a
UBER
Double parked uber, cyclist forced out of bike lane
general run
TAXI
Double parked taxi in lane, cyclist forced to enter traffic lane
OPEN DOOR
Open doors become hazards to cyclists when cars park to the left of the bike lane with no buffer zone
OVERSIZED VEHICLE
Truck parked in car space egresses onto bike lane
BIKE LANE ENDS
Bike lane replaced by left hand turning lane for traffic
TIME-SPACE DIFFERNTIAL
Bikes are slower than cars, appear to ‘hold up traffic’ as cyclists forced to ride in front of cars
kings way bypass
NO BIKE LANE
Cyclists must merge with traffic
BIKE BOX ON RIGHT-SIDE TRAFFIC LANE
To facilitate left hand turning for motorists, bike riders must ride in the ‘overtaking’ traffic lane, surrounded themselves on all sides by cars.
OUTSIDE VCA AND NGV
BIKE LANE CROSSES TWO LANES OF TRAFFIC
To again facilitate cars turning right, the St Kilda Road bike lane crosses two lanes of traffic near the NGV
BUSSES OUTSIDE NGV
Oversized tour busses outside NGV egress on bike lane, often forcing cyclists into traffic
arts precinct
fingers
+10 force
cheat 1.5
units left
TAP
middle of screen to pedal
SWIPE LEFT
to cheat (move 1.5 units left)
SWIPE DOWN
to break
40º turn
20º turn
60º turn
300/200/100px
TAP LEFT & RIGHT OF THE PLAYER
to turn.
The closer to the screen edge, the sharper the turn
SWIPE UP
to enter hi vis mode, the ‘easy’ setting for the right.
Hi Vis mode lets the player go
hazardsVAN
Spawn chance: 10% Location: Parked, Characteristics: Oversized vehicle Dynamics: has chance to open door on rider
TAXI
Spawn chance: 5% Location: Double parked, Characteristics: Regular size vehicle Dynamics: Rider must navigate around taxi, forced to enter traffic lane
ORANGE CAR
Spawn chance: 20% Location: Double parked, Characteristics: Regular size vehicle Dynamics: A slack driver, will occasionally veer into bike lane.
BLUE CAR
Spawn chance: 20% Location: Double parked, Characteristics: An overly cautious driver, will stop well before a cyclist and refuse to drive until coast is clear.
PINK CAR
Spawn chance: 50% Location: Double parked, Characteristics: A regular driver; not wanting to speed or veer into the bike lane.
119
ANGRY 4WD
Spawn chance: 10% Location: Double parked, Characteristics: An aggressive driver. Will speed and veer into bike lane. Will not stop for cyclists!
UBER
Spawn chance: 5% Location: Double parked, Characteristics: Regular size vehicle Dynamics: Rider must navigate around Uber, forced to enter traffic lane
OVERSIZED TRUCK
Spawn chance: 5% Location: Double parked, Characteristics: A large truck. Does not fit into regular sized parking space and spills out onto bike lane.
121
REGULAR RIDERS
Bike riding is diverse. Cycling St Kilda Road, however, is not. Females comprise only around 25-30% of St Kilda Road bike riders.
HIGH VIS MODE
One strategy riders employ to try to protect themselves is wearing hi vis. In the game, swiping UP turns Hi Vis Mode on.
When you’re wearing Hi Vis, cycling is easy. You’ll simply ride through traffic like a ghost and cannot crash.
riders
123
infrastructure
125
BIKE LANE
St Kilda Road’s bike infrastructure is shocking. Bike lanes are unprotected, and often end when they are needed most.
As there is no buffer zone between rider and parked cars on narrow bike path, cycling in the lane puts riders at risk of being doored. However, cyclists cannot ride in the (arguably safer!) traffic lane.
To recreate this dilemma in game, only in the bikelane does a player increase bike health
This forces a player to face the constant danger of an unseen car door opening. To help non-gamers play, swiping left ‘cheats’ and moves the player back to the bike lane.
BIKE BOXES
Bike boxes, or ‘advanced stop lanes’, provide a space for cyclists at intersections.
These spaces, demarked as painted green rectangles, allow bike riders to be situated in front of traffic at red lights.
At an intersection, motorists expect cyclists to be in the bike box, and will often honk when riders are not (for examle, taking up a left hand turn lane instead).
St Kilda Road, however, has some bike boxes positioned in the right-side lane. This means cyclists often must risk crossing a car lane and merging with traffic in order to reach one.
In Pocket Pedal, to simulate the ‘advantages’ of entering a bike box (in terms of safety and social pressure), bike health increases to full when one is entered. It is risky, however, to reach some; just like real life.
scale
127
SCALE
The rider, cars and the wider built environment are each drawn at a different scale relative to each other.
This ensures the relationship between body (cyclist), behavior (traffic) and infrastructure (the world) experienced in cycling is not ‘drowned out’ simply by differences in physical size.
RENDER
The St Kilda Road of Pocket Pedal is not a simple recreation of the existing route.
The world instead is quantified into a series of discrete bits and pixels, transforming the messiness of reality into a readily approachable game.
icons of st kilda road
129
BUILDINGS TRANSLATED IN GAME
131
1
2
3
4
133
5
6
7 8
9
10
1
135
2
137
3
139
4
141
5
143
6
145
7
147
8
149
9
151
10
153
win condtions
155
157
crash conditions
movementusing UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
//using System;
public class CarTutorial : MonoBehaviour {
public bool raycastcheck;
public List<AxleInfo> axleInfos; // the information about each
individual axle
//publicfloatmaxMotorTorque;//maximumtorquethemotorcanapply
to wheel
privatefloatrightWheelSpeedRef;
privatefloatleftWheelSpeedRef;
privateRigidbodyrb;
publicfloatmaxSteeringAngle;//maximumsteeranglethewheelcan
have
publicfloatangle;//xpositionoftap
publicfloatangleCalc;//adjustedxpositionoftap
publicfloatangleSafe;//safezoneforstraighttap
public Vector3 tap; //addForce vector applied to player on tap
publicfloatspeed;//Ypositionoftap
publicfloatspeedCalc;//adjustedypositionoftap
publicGameObjectparentPlayer;
public bool goingStraight;
publicfloatturnLimit;
publicfloatrotateAngle;
//publicRigidbodycollisionrigid;
//publicfloatpower;
//publicfloatprevPower;
//publicfloatpowerset;
//Car Touch script
privateVector3fp;//Firstfingerposition
privateVector3lp;//Lastfingerposition
publicfloatdragDistance;//Distanceneededforaswipeto
register
// Maximum turn rate in degrees per second.
//autoRotate
publicfloatturningRate=30f;
privateQuaternion_targetRotation;
private int bikeTrackLayer;
public Transform target;
publicfloatteleSpeed;
public bool hasCollider;
publicGameObjectpowerup;
publicGameObjectpowerdown;
//Rotationweshouldblendtowards.
//privateQuaternion_targetRotation=Quaternion.Euler(0,270,0);
//Quaternion.identity;
//Quaternion.identity;
//Vector3 impulse;
//AutoRotatedirection
public Vector3 rotateVector;
public int rotateNumber;
publicGameObjectcameraFocus;
//diagnostics
publicfloatspeedRate;
newVector3jump;
publicfloatprevTime;
//visual wheel meshes
publicboolmoveRight;
//character select
publicGameObjectchar1;
publicGameObjectchar2;
publicGameObjectchar3;
publicfloatcharSelect;
publicGameObjectHVBoy;
publicGameObjectHVGirl;
publicGameObjectHVMamil;
publicGameObjectHVmesh;
publicGameObjectNormalmesh;
publicboolcanReload=true;
voidStart()
{
canReload=false;
angle=0.5f;
rb=GetComponent<Rigidbody>();
prevTime=Time.time;
bikeTrackLayer=1<<15;
raycastcheck=false;
hasCollider=true;
charSelect=Random.Range(1,4);
Debug.Log(charSelect);
if(charSelect==1)
{
char1.SetActive(true);
Normalmesh=char1;
HVmesh=HVBoy;
Debug.Log("char1");
}
if(charSelect==2)
{
char2.SetActive(true);
Normalmesh=char2;
HVmesh=HVGirl;
Debug.Log("char2");
}
if(charSelect==3)
{
char3.SetActive(true);
Normalmesh=char3;
HVmesh=HVMamil;
Debug.Log("char3");
}
}
voidUpdate()
{
//setautoRotatedirection
_targetRotation=Quaternion.Euler(rotateVector);
if(rotateNumber==0)
{
rotateVector=newVector3(0,270,0);
//cameraFocus.transform.rotation=Quaternion.
RotateTowards(transform.rotation,_targetRotation,turningRate*Time.
deltaTime);
cameraFocus.transform.rotation=Quaternion.
Euler(0,270,0);
}
if(rotateNumber==1)
{
rotateVector=newVector3(0,259.1f,0);
cameraFocus.transform.rotation=Quaternion.
Euler(0,240,0);
}
if(rotateNumber==2)
{
rotateVector=newVector3(0,249,0);
}
if(rotateNumber==3)
{
rotateVector=newVector3(0,240,0);
}
if(rotateNumber==4)
{
rotateVector=newVector3(0,280.9f,
0);
}
//touch stuff
foreach(TouchtouchinInput.touches)
{
if(touch.phase==TouchPhase.Began)
{
fp=touch.position;
lp=touch.position;
//get x co-ord of tap
angle=(touch.position.x/Screen.
width);
}
if(touch.phase==TouchPhase.Moved)
{
lp=touch.position;
}
if(touch.phase==TouchPhase.Ended)
{
//IGNOREUNTIL'MOVEDOWNCODE'
//Firstcheckifit'saswipe
if(Mathf.Abs(lp.x-fp.x)>
dragDistance||Mathf.Abs(lp.y-fp.y)>dragDistance)
{//It'sadrag
//Now check what direction
the drag was
//First check which axis
if(Mathf.Abs(lp.x-fp.x)
>Mathf.Abs(lp.y-fp.y))
{//Ifthehorizontal
movement is greater than the vertical movement...
if(lp.x>fp.x)
//If the movement was to the right
{//Rightmove
//MOVE
RIGHTCODEHERE
moveRight=true;
Invoke("resetMoveRight",0.2f);
}
else
{
{
//Left
move
//MOVE
LEFTCODEHERE
CancelInvoke("raycastFalse");
raycastcheck=true;
Invoke
("raycastFalse",5);
}
CHARACTER SELECT: (boy, girl, lycra hero)
AUTO ROTATES player to forward position to aid non-gamers play
159using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
//using System;
public class CarTutorial : MonoBehaviour {
public bool raycastcheck;
public List<AxleInfo> axleInfos; // the information about each
individual axle
//publicfloatmaxMotorTorque;//maximumtorquethemotorcanapply
to wheel
privatefloatrightWheelSpeedRef;
privatefloatleftWheelSpeedRef;
privateRigidbodyrb;
publicfloatmaxSteeringAngle;//maximumsteeranglethewheelcan
have
publicfloatangle;//xpositionoftap
publicfloatangleCalc;//adjustedxpositionoftap
publicfloatangleSafe;//safezoneforstraighttap
public Vector3 tap; //addForce vector applied to player on tap
publicfloatspeed;//Ypositionoftap
publicfloatspeedCalc;//adjustedypositionoftap
publicGameObjectparentPlayer;
public bool goingStraight;
publicfloatturnLimit;
publicfloatrotateAngle;
//publicRigidbodycollisionrigid;
//publicfloatpower;
//publicfloatprevPower;
//publicfloatpowerset;
//Car Touch script
privateVector3fp;//Firstfingerposition
privateVector3lp;//Lastfingerposition
publicfloatdragDistance;//Distanceneededforaswipeto
register
// Maximum turn rate in degrees per second.
//autoRotate
publicfloatturningRate=30f;
privateQuaternion_targetRotation;
private int bikeTrackLayer;
public Transform target;
publicfloatteleSpeed;
public bool hasCollider;
publicGameObjectpowerup;
publicGameObjectpowerdown;
//Rotationweshouldblendtowards.
//privateQuaternion_targetRotation=Quaternion.Euler(0,270,0);
//Quaternion.identity;
//Quaternion.identity;
//Vector3 impulse;
//AutoRotatedirection
public Vector3 rotateVector;
public int rotateNumber;
publicGameObjectcameraFocus;
//diagnostics
publicfloatspeedRate;
newVector3jump;
publicfloatprevTime;
//visual wheel meshes
publicboolmoveRight;
//character select
publicGameObjectchar1;
publicGameObjectchar2;
publicGameObjectchar3;
publicfloatcharSelect;
publicGameObjectHVBoy;
publicGameObjectHVGirl;
publicGameObjectHVMamil;
publicGameObjectHVmesh;
publicGameObjectNormalmesh;
publicboolcanReload=true;
voidStart()
{
canReload=false;
angle=0.5f;
rb=GetComponent<Rigidbody>();
prevTime=Time.time;
bikeTrackLayer=1<<15;
raycastcheck=false;
hasCollider=true;
charSelect=Random.Range(1,4);
Debug.Log(charSelect);
if(charSelect==1)
{
char1.SetActive(true);
Normalmesh=char1;
HVmesh=HVBoy;
Debug.Log("char1");
}
if(charSelect==2)
{
char2.SetActive(true);
Normalmesh=char2;
HVmesh=HVGirl;
Debug.Log("char2");
}
if(charSelect==3)
{
char3.SetActive(true);
Normalmesh=char3;
HVmesh=HVMamil;
Debug.Log("char3");
}
}
voidUpdate()
{
//setautoRotatedirection
_targetRotation=Quaternion.Euler(rotateVector);
if(rotateNumber==0)
{
rotateVector=newVector3(0,270,0);
//cameraFocus.transform.rotation=Quaternion.
RotateTowards(transform.rotation,_targetRotation,turningRate*Time.
deltaTime);
cameraFocus.transform.rotation=Quaternion.
Euler(0,270,0);
}
if(rotateNumber==1)
{
rotateVector=newVector3(0,259.1f,0);
cameraFocus.transform.rotation=Quaternion.
Euler(0,240,0);
}
if(rotateNumber==2)
{
rotateVector=newVector3(0,249,0);
}
if(rotateNumber==3)
{
rotateVector=newVector3(0,240,0);
}
if(rotateNumber==4)
{
rotateVector=newVector3(0,280.9f,
0);
}
//touch stuff
foreach(TouchtouchinInput.touches)
{
if(touch.phase==TouchPhase.Began)
{
fp=touch.position;
lp=touch.position;
//get x co-ord of tap
angle=(touch.position.x/Screen.
width);
}
if(touch.phase==TouchPhase.Moved)
{
lp=touch.position;
}
if(touch.phase==TouchPhase.Ended)
{
//IGNOREUNTIL'MOVEDOWNCODE'
//Firstcheckifit'saswipe
if(Mathf.Abs(lp.x-fp.x)>
dragDistance||Mathf.Abs(lp.y-fp.y)>dragDistance)
{//It'sadrag
//Now check what direction
the drag was
//First check which axis
if(Mathf.Abs(lp.x-fp.x)
>Mathf.Abs(lp.y-fp.y))
{//Ifthehorizontal
movement is greater than the vertical movement...
if(lp.x>fp.x)
//If the movement was to the right
{//Rightmove
//MOVE
RIGHTCODEHERE
moveRight=true;
Invoke("resetMoveRight",0.2f);
}
else
{
{
//Left
move
//MOVE
LEFTCODEHERE
CancelInvoke("raycastFalse");
raycastcheck=true;
Invoke
("raycastFalse",5);
}
GET TOUCH SCREEN COORDS to translate player’s physical taps into virtual world
}
}
else
{ //the vertical movement
isgreaterthanthehorizontalmovement
if(lp.y>fp.y)
//If the movement was up
{ //Up move
//MOVE
UPCODEHERE
if
(hasCollider==true)
{
gameObject.layer=17;
powerdown.SetActive(false);
powerup.SetActive(true);
Normalmesh.SetActive(false);
HVmesh.SetActive(true);
hasCollider=false;
Invoke("resetPowerSound",1);
Debug.Log("can'ttouchthis!");
}
else if
(hasCollider==false)
{
gameObject.layer=9;
hasCollider=true;
powerdown.SetActive(true);
powerup.SetActive(false);
Normalmesh.SetActive(true);
HVmesh.SetActive(false);
Invoke("resetPowerSound",1);
Debug.Log("CANtouchthis!");
}
}
else
{//Downmove
//MOVE
DOWNCODEHERE
CancelInvoke("straightAngle");
//angle
=(touch.position.x/Screen.width);
Invoke
("straightAngle",.5f);
speed=
-.8f;
speedCalc=speed;
Debug.
Log("downswipe");
rb.AddRelativeForce(newVector3(0,0,speedCalc*5000*turnLimit),
ForceMode.Impulse);
//
Invoke("forceReset",.05f);
}
}
}
else
{//It'satap
//TAPCODEHERE
CancelInvoke("straightAngle");
//angle=(touch.position.x/Screen.width);
Invoke("straightAngle",.5f);
speed=(touch.position.y/Screen.height);
if(speed>0.285f)
{
speedCalc=1-speed;
}
if(speed>0&&speed<=0.285f)
{ speedCalc=1;
}
if(goingStraight==false)
{if(speedRate>4){
turnLimit=0.2f;
}
elseif(speedRate<4)
{
turnLimit=1;
}
}
rb.AddRelativeForce(newVector3
(0,0,speedCalc*5000*turnLimit),ForceMode.Impulse);
if(canReload==true)
{
Application.
LoadLevel("104debug2");
}
//Invoke("forceReset",
.05f);
}
}
}
//safetapincentreofscreenzone
if((angle>=(0.5f-angleSafe))&&(angle<=(0.5f+
angleSafe)))
{
angleCalc=0;
transform.rotation=Quaternion.RotateTowards
(transform.rotation,_targetRotation,turningRate*Time.deltaTime);
goingStraight=true;
}
elseif((angle<(0.5f-angleSafe))||(angle>(0.5f+
angleSafe)))
{
if(angle>(0.5f+angleSafe))
{
angleCalc=(angle-(0.5f+
angleSafe))/(1-(0.5f+angleSafe));//convertrangefrom0.7to1to0
to1
}
if(angle<(0.5f-angleSafe))
{
angleCalc=-(1-(angle/(0.5f-
angleSafe)));//convertrangefrom0-0.3to-1to0
}
//angleCalc=(angle-0.5f)*2;
goingStraight=false;
}
if(speed==0)
{
speedCalc=0;
}
if(goingStraight==true)
{
turnLimit=1;
}
//tap=newVector3(0,0,(speedCalc*turnLimit));
speedRate=rb.velocity.magnitude;
}
//findsthecorrespondingvisualwheel
// correctly applies the transform
publicvoidApplyLocalPositionToVisuals(WheelCollidercollider)
{
if(collider.transform.childCount==0){
return;
}
TransformvisualWheel=collider.transform.GetChild(0);
Vector3 position;
Quaternion rotation;
collider.GetWorldPose(outposition,outrotation);
visualWheel.transform.position=position;
visualWheel.transform.rotation=rotation;
}
voidFixedUpdate()
{
//handling raycasts toward bikepath
if(raycastcheck==true)
{
RaycastHithit;
RaycastHithit1;
Debug.Log("Conditionforraycastmet");
if(Physics.Raycast(transform.position,
transform.TransformDirection(Vector3.left),outhit,Mathf.Infinity,
bikeTrackLayer))
{
Debug.Log("RayDrawn");
Debug.DrawRay(transform.position,
transform.TransformDirection(Vector3.left)*30f,Color.red);
}
if(Physics.Raycast(transform.position,
transform.TransformDirection(Vector3.right),outhit1,Mathf.Infinity,
bikeTrackLayer))
{
Debug.Log("RayDrawn");
Debug.DrawRay(transform.position,
transform.TransformDirection(Vector3.right)*30f,Color.red);
}
if(hit.collider==true)
{
Debug.Log(hit.point);
speed=10;
floatstep=speed*Time.deltaTime;
gameObject.layer=17;
transform.position=Vector3.
MoveTowards(transform.position,newVector3(hit.point.x,hit.point.y,hit.
point.z),step);
}
elseif(hit1.collider==true)
{
speed=10;
floatstep=speed*Time.deltaTime;
gameObject.layer=17;
transform.position=Vector3.
MoveTowards(transform.position,newVector3(hit1.point.x,hit1.point.y,
hit1.point.z),step);
}
if(hit.point==transform.position||hit1.
point==transform.position)
{
raycastcheck=false;
gameObject.layer=9;
gameObject.GetComponent<Collider>().
enabled=true;
}
}
if(moveRight==true)
SWIPE UP turns on HIGH VIS mode, colliders for traffic layers turned off, letting player move through cars
TAP in the middle of the screen to move player forward, tap left or right sections of screen to rotate front wheel. The further away from the centre of the screen (and closer to the left/right edges of the phone) the tap is, the sharper the player’s turn.
161
}
}
else
{ //the vertical movement
isgreaterthanthehorizontalmovement
if(lp.y>fp.y)
//If the movement was up
{ //Up move
//MOVE
UPCODEHERE
if
(hasCollider==true)
{
gameObject.layer=17;
powerdown.SetActive(false);
powerup.SetActive(true);
Normalmesh.SetActive(false);
HVmesh.SetActive(true);
hasCollider=false;
Invoke("resetPowerSound",1);
Debug.Log("can'ttouchthis!");
}
else if
(hasCollider==false)
{
gameObject.layer=9;
hasCollider=true;
powerdown.SetActive(true);
powerup.SetActive(false);
Normalmesh.SetActive(true);
HVmesh.SetActive(false);
Invoke("resetPowerSound",1);
Debug.Log("CANtouchthis!");
}
}
else
{//Downmove
//MOVE
DOWNCODEHERE
CancelInvoke("straightAngle");
//angle
=(touch.position.x/Screen.width);
Invoke
("straightAngle",.5f);
speed=
-.8f;
speedCalc=speed;
Debug.
Log("downswipe");
rb.AddRelativeForce(newVector3(0,0,speedCalc*5000*turnLimit),
ForceMode.Impulse);
//
Invoke("forceReset",.05f);
}
}
}
else
{//It'satap
//TAPCODEHERE
CancelInvoke("straightAngle");
//angle=(touch.position.x/Screen.width);
Invoke("straightAngle",.5f);
speed=(touch.position.y/Screen.height);
if(speed>0.285f)
{
speedCalc=1-speed;
}
if(speed>0&&speed<=0.285f)
{ speedCalc=1;
}
if(goingStraight==false)
{if(speedRate>4){
turnLimit=0.2f;
}
elseif(speedRate<4)
{
turnLimit=1;
}
}
rb.AddRelativeForce(newVector3
(0,0,speedCalc*5000*turnLimit),ForceMode.Impulse);
if(canReload==true)
{
Application.
LoadLevel("104debug2");
}
//Invoke("forceReset",
.05f);
}
}
}
//safetapincentreofscreenzone
if((angle>=(0.5f-angleSafe))&&(angle<=(0.5f+
angleSafe)))
{
angleCalc=0;
transform.rotation=Quaternion.RotateTowards
(transform.rotation,_targetRotation,turningRate*Time.deltaTime);
goingStraight=true;
}
elseif((angle<(0.5f-angleSafe))||(angle>(0.5f+
angleSafe)))
{
if(angle>(0.5f+angleSafe))
{
angleCalc=(angle-(0.5f+
angleSafe))/(1-(0.5f+angleSafe));//convertrangefrom0.7to1to0
to1
}
if(angle<(0.5f-angleSafe))
{
angleCalc=-(1-(angle/(0.5f-
angleSafe)));//convertrangefrom0-0.3to-1to0
}
//angleCalc=(angle-0.5f)*2;
goingStraight=false;
}
if(speed==0)
{
speedCalc=0;
}
if(goingStraight==true)
{
turnLimit=1;
}
//tap=newVector3(0,0,(speedCalc*turnLimit));
speedRate=rb.velocity.magnitude;
}
//findsthecorrespondingvisualwheel
// correctly applies the transform
publicvoidApplyLocalPositionToVisuals(WheelCollidercollider)
{
if(collider.transform.childCount==0){
return;
}
TransformvisualWheel=collider.transform.GetChild(0);
Vector3 position;
Quaternion rotation;
collider.GetWorldPose(outposition,outrotation);
visualWheel.transform.position=position;
visualWheel.transform.rotation=rotation;
}
voidFixedUpdate()
{
//handling raycasts toward bikepath
if(raycastcheck==true)
{
RaycastHithit;
RaycastHithit1;
Debug.Log("Conditionforraycastmet");
if(Physics.Raycast(transform.position,
transform.TransformDirection(Vector3.left),outhit,Mathf.Infinity,
bikeTrackLayer))
{
Debug.Log("RayDrawn");
Debug.DrawRay(transform.position,
transform.TransformDirection(Vector3.left)*30f,Color.red);
}
if(Physics.Raycast(transform.position,
transform.TransformDirection(Vector3.right),outhit1,Mathf.Infinity,
bikeTrackLayer))
{
Debug.Log("RayDrawn");
Debug.DrawRay(transform.position,
transform.TransformDirection(Vector3.right)*30f,Color.red);
}
if(hit.collider==true)
{
Debug.Log(hit.point);
speed=10;
floatstep=speed*Time.deltaTime;
gameObject.layer=17;
transform.position=Vector3.
MoveTowards(transform.position,newVector3(hit.point.x,hit.point.y,hit.
point.z),step);
}
elseif(hit1.collider==true)
{
speed=10;
floatstep=speed*Time.deltaTime;
gameObject.layer=17;
transform.position=Vector3.
MoveTowards(transform.position,newVector3(hit1.point.x,hit1.point.y,
hit1.point.z),step);
}
if(hit.point==transform.position||hit1.
point==transform.position)
{
raycastcheck=false;
gameObject.layer=9;
gameObject.GetComponent<Collider>().
enabled=true;
}
}
if(moveRight==true)
This code is the physics of a tap.
On a bike, a person naturally regulates turning as per their speed to avoid flipping a bike. This code emulates this behavior; ensuring a player doesn’t loose control of the bike at fast speeds.
One a left swip, this code sends out a ray to find the bike lane, then automitically moves the player back to the bike lane.
movement
{
speed=10;
floatstep=speed*Time.deltaTime;
transform.position=Vector3.MoveTowards
(transform.position,newVector3(transform.position.x,transform.position.y,
transform.position.z+1),step);
}
//Examine the touch inputs
//floatmotor=maxMotorTorque*power;
floatsteering=maxSteeringAngle*angleCalc;
//rb.AddRelativeForce(tap*800,ForceMode.Impulse);
foreach(AxleInfoaxleInfoinaxleInfos)
{
if(axleInfo.steering)
{
axleInfo.leftWheel.steerAngle=
steering;
axleInfo.rightWheel.steerAngle=
steering;
}
//if(axleInfo.motor){
//axleInfo.leftWheel.motorTorque=motor;
//axleInfo.rightWheel.motorTorque=motor;
//}
ApplyLocalPositionToVisuals(axleInfo.
leftWheel);
ApplyLocalPositionToVisuals(axleInfo.
rightWheel);
}
}
voidtapPower()
{
//power=power+powerset;
//print("powersetto"+power);
}
voidstraightAngle()
{
Debug.Log("anglecallcllclclclcl");
angle=0.5f;
}
//voidforceReset()
//{
//
speed=0;
//}
//voidPowerDecelerate()
//{
//foreach(AxleInfoaxleInfoinaxleInfos)
//if(axleInfo.motor&&axleInfo.leftWheel.motorTorque>0&&
axleInfo.rightWheel.motorTorque>0)
//
{
//
axleInfo.leftWheel.brakeTorque=axleInfo.leftWheel.
motorTorque;
//
axleInfo.rightWheel.brakeTorque=axleInfo.rightWheel.
motorTorque;
//}
//
power=0;
//}
//not used
privatevoidSetBlendedEulerAngles(Vector3angles)
{
_targetRotation=Quaternion.Euler(angles);
}
voidOnTriggerEnter(Colliderwin)
{
if(win.GetComponent<Collider>().tag=="winTrigger")
Invoke("canReloadmethod",2);
}
voidOnTriggerStay(ColliderrotateCheck)
{
if(rotateCheck.GetComponent<Collider>().tag==
"straight")
{
rotateNumber=0;
Debug.Log("enterleft");
}
if(rotateCheck.GetComponent<Collider>().tag=="left")
{
rotateNumber=1;
Debug.Log("enterleft");
}
if(rotateCheck.GetComponent<Collider>().tag=="left1")
{
rotateNumber=2;
Debug.Log("enterleft");
}
if(rotateCheck.GetComponent<Collider>().tag=="left2")
{
rotateNumber=3;
Debug.Log("enterleft");
}
if(rotateCheck.GetComponent<Collider>().tag=="right")
{
rotateNumber=4;
Debug.Log("enterright");
}
}
voidresetPowerSound()
{
powerup.SetActive(false);
powerdown.SetActive(false);
}
voidresetMoveRight()
{
moveRight=false;
}
voidraycastFalse()
{
raycastcheck=false;
}
//voidOnTriggerExit(ColliderrotateCheck)
//{
//if(rotateCheck.GetComponent<Collider>().tag=="left")
//{
//
rotateNumber=0;
//Debug.Log("enterleft");
//}
//if(rotateCheck.GetComponent<Collider>().tag=="right")
//{
//rotateNumber=0;
//Debug.Log("enterright");
//}
//}
voidcanReloadmethod()
{
canReload=true;
}
} [System.Serializable]
public class AxleInfo
{ publicWheelColliderleftWheel;
publicWheelColliderrightWheel;
public bool motor; // is this wheel attached to motor?
public bool steering; // does this wheel apply steer angle?
}
163
{
speed=10;
floatstep=speed*Time.deltaTime;
transform.position=Vector3.MoveTowards
(transform.position,newVector3(transform.position.x,transform.position.y,
transform.position.z+1),step);
}
//Examine the touch inputs
//floatmotor=maxMotorTorque*power;
floatsteering=maxSteeringAngle*angleCalc;
//rb.AddRelativeForce(tap*800,ForceMode.Impulse);
foreach(AxleInfoaxleInfoinaxleInfos)
{
if(axleInfo.steering)
{
axleInfo.leftWheel.steerAngle=
steering;
axleInfo.rightWheel.steerAngle=
steering;
}
//if(axleInfo.motor){
//axleInfo.leftWheel.motorTorque=motor;
//axleInfo.rightWheel.motorTorque=motor;
//}
ApplyLocalPositionToVisuals(axleInfo.
leftWheel);
ApplyLocalPositionToVisuals(axleInfo.
rightWheel);
}
}
voidtapPower()
{
//power=power+powerset;
//print("powersetto"+power);
}
voidstraightAngle()
{
Debug.Log("anglecallcllclclclcl");
angle=0.5f;
}
//voidforceReset()
//{
//
speed=0;
//}
//voidPowerDecelerate()
//{
//foreach(AxleInfoaxleInfoinaxleInfos)
//if(axleInfo.motor&&axleInfo.leftWheel.motorTorque>0&&
axleInfo.rightWheel.motorTorque>0)
//
{
//
axleInfo.leftWheel.brakeTorque=axleInfo.leftWheel.
motorTorque;
//
axleInfo.rightWheel.brakeTorque=axleInfo.rightWheel.
motorTorque;
//}
//
power=0;
//}
//not used
privatevoidSetBlendedEulerAngles(Vector3angles)
{
_targetRotation=Quaternion.Euler(angles);
}
voidOnTriggerEnter(Colliderwin)
{
if(win.GetComponent<Collider>().tag=="winTrigger")
Invoke("canReloadmethod",2);
}
voidOnTriggerStay(ColliderrotateCheck)
{
if(rotateCheck.GetComponent<Collider>().tag==
"straight")
{
rotateNumber=0;
Debug.Log("enterleft");
}
if(rotateCheck.GetComponent<Collider>().tag=="left")
{
rotateNumber=1;
Debug.Log("enterleft");
}
if(rotateCheck.GetComponent<Collider>().tag=="left1")
{
rotateNumber=2;
Debug.Log("enterleft");
}
if(rotateCheck.GetComponent<Collider>().tag=="left2")
{
rotateNumber=3;
Debug.Log("enterleft");
}
if(rotateCheck.GetComponent<Collider>().tag=="right")
{
rotateNumber=4;
Debug.Log("enterright");
}
}
voidresetPowerSound()
{
powerup.SetActive(false);
powerdown.SetActive(false);
}
voidresetMoveRight()
{
moveRight=false;
}
voidraycastFalse()
{
raycastcheck=false;
}
//voidOnTriggerExit(ColliderrotateCheck)
//{
//if(rotateCheck.GetComponent<Collider>().tag=="left")
//{
//
rotateNumber=0;
//Debug.Log("enterleft");
//}
//if(rotateCheck.GetComponent<Collider>().tag=="right")
//{
//rotateNumber=0;
//Debug.Log("enterright");
//}
//}
voidcanReloadmethod()
{
canReload=true;
}
} [System.Serializable]
public class AxleInfo
{ publicWheelColliderleftWheel;
publicWheelColliderrightWheel;
public bool motor; // is this wheel attached to motor?
public bool steering; // does this wheel apply steer angle?
}
hazardsusing UnityEngine;
using System.Collections;
public class SpawnInSpace : MonoBehaviour {
publicGameObjectBoundary;
publicObjectnewCar;
publicGameObjectparkedCar;
//parked cars
publicGameObjectparkedCarA;
publicGameObjectparkedCarB;
publicGameObjectparkedCarC;
publicGameObjectparkedCarD;
publicGameObjectparkedCarE;
publicGameObjectparkedCarF;
//double parked cars
publicGameObjecttaxi;
publicGameObjectuber;
//special vehicles
publicGameObjecttruck;
//probabilities
publicintparkedCarRand;//whattypeofcar?
privateintdoubleparkedCarRand;//whattypeofdoubleparkedcar?
publicfloatdoubledistCurb;//doubleparkedkerbsidedistance
publicfloatdistCurb;//parkedkerbsidedistance
publicfloatextradistCurb;//chanceforextrakerbsidedistance
(regularcarparkedpoorly)
privateintextraCarRand;//chanceforextrakerbsidedistance
publicfloatdistCurbMin;
publicfloatdistCurbMax;
publicfloatspaceCoordsx;
publicfloatspaceCoordsy;
publicfloatspaceCoordsz;
publicQuaternionspaceRotation;
public bool isCar;
private int noCar;
//Usethisforinitialization
voidStart(){
isCar=false;
Boundary=GameObject.Find(“Boundary”);
spaceCoordsx=gameObject.transform.position.x;
spaceCoordsy=gameObject.transform.position.y;
spaceCoordsz=gameObject.transform.position.z;
spaceRotation=gameObject.transform.rotation;
//distCurbMin=-0.75f;
//distCurbMax=0.5f;
}
// Update is called once per frame
voidUpdate(){
}
voidOnTriggerEnter(ColliderBoundary)
{
//initial chance for rarer event
if(Boundary.GetComponent<Collider>().tag==
“SpawnRadius”){
noCar=Random.Range(0,10);
//car space is free
if(noCar==0&&isCar==false)
{
isCar=false;
}
//spawn is truck
elseif(noCar==1&&isCar==false)
{
distCurb=(Random.Range
(distCurbMin,distCurbMax))/5;//distancefromkerbside
parkedCar=truck;
newCar=Instantiate(parkedCar,
newVector3(spaceCoordsx,spaceCoordsy,spaceCoordsz+distCurb),
spaceRotation);
isCar=true;
}
//spawn is regular
elseif(noCar>=2)
{
parkedCarRand=Random.Range(2,7);
extraCarRand=Random.Range(0,10);
//then chance for poorly parked car
if(extraCarRand==0)
{
distCurb=Random.Range(2,
3);
}
//carisregular,parkednormally
else
{
distCurb=(Random.Range
(distCurbMin,distCurbMax))/5;//distancefromkerbside
}
if(parkedCarRand==1&&isCar==
false){
parkedCar=parkedCarA;
newCar=Instantiate
(parkedCar,newVector3(spaceCoordsx,spaceCoordsy,spaceCoordsz+
distCurb),spaceRotation);
isCar=true;
}elseif(parkedCarRand==2&&
isCar==false){
parkedCar=parkedCarB;
newCar=Instantiate
(parkedCar,newVector3(spaceCoordsx,spaceCoordsy,spaceCoordsz+
distCurb),spaceRotation);
isCar=true;
}elseif(parkedCarRand==3&&
isCar==false){
parkedCar=parkedCarC;
newCar=Instantiate
(parkedCar,newVector3(spaceCoordsx,spaceCoordsy,spaceCoordsz+
distCurb),spaceRotation);
isCar=true;
}elseif(parkedCarRand==4&&
isCar==false){
parkedCar=parkedCarD;
newCar=Instantiate
(parkedCar,newVector3(spaceCoordsx,spaceCoordsy,spaceCoordsz+
distCurb),spaceRotation);
isCar=true;
}
elseif(parkedCarRand==5&&isCar
==false){
parkedCar=parkedCarE;
newCar=Instantiate
(parkedCar,newVector3(spaceCoordsx,spaceCoordsy,spaceCoordsz+
distCurb),spaceRotation);
isCar=true;
}
elseif(parkedCarRand==6&&isCar
==false){
parkedCar=parkedCarF;
newCar=Instantiate
(parkedCar,newVector3(spaceCoordsx,spaceCoordsy,spaceCoordsz+
distCurb),spaceRotation);
isCar=true;
}
//then chance for double parked car
doubleparkedCarRand=Random.Range
(0,14);
if(doubleparkedCarRand==0&&
distCurb<=.6f)//don’tspawndoubleparkedcariskerbdistanceistoobig
{
newCar=Instantiate
(taxi,newVector3(spaceCoordsx,spaceCoordsy,spaceCoordsz+distCurb+
doubledistCurb),spaceRotation);
//Debug.Log(“Double
Park”);
}
if(doubleparkedCarRand==1&&
distCurb<=.6f)
{
newCar=Instantiate
(uber,newVector3(spaceCoordsx,spaceCoordsy,spaceCoordsz+distCurb+
doubledistCurb),spaceRotation);
//Debug.Log(“Double
Park”);
}
//Debug.Log(parkedCarRand);
//Debug.Log(“Entered”);
}
}
}
voidOnTriggerExit(ColliderBoundary)
{
if(Boundary.GetComponent<Collider>().tag==
“SpawnRadius”){
if(isCar==true){
DestroyObject(newCar);
isCar=false;
}
Debug.Log(“Exited”);
}
}} using UnityEngine;
using System.Collections;
publicclassParkedDoor3:MonoBehaviour{
Animator anim;
privateintDoorRand;//if0playanimation
publicboolPlay;//iffalseplayanimation
publicboolDontRepeat;//don’tgetanotherrandomnumberafter
firstRandom.Range(onlyoncechanceforanimation)
publicGameObjectcar;
voidStart()
{
anim=gameObject.GetComponent<Animator>();//get
animator
DontRepeat=false;//iftruenochanceforanimation
}
//attempt at disabling dooring when there is a double parked car
voidOnTiggerEnter(ColliderDoubleParkProtect)
{
if(DoubleParkProtect.GetComponent<Collider>().tag==
“DoorProtect”)
{
DontRepeat=true;
//Debug.Log(“DoubleParkedcardetected”);
}
}
voidOnTriggerEnter(ColliderDoorBoundary)
{
if(DoorBoundary.GetComponent<Collider>().tag==
“DoorRadius”)
{
if(DontRepeat==false)//chanceofdooring
onlywhenDontRepeat=false
{
DoorRand=Random.Range(0,10);
if(DoorRand==0)
{
anim.SetBool(“Play”,false);//
animationplayswhenPlaybooleanisfalse
DontRepeat=true;
}
else
{
anim.SetBool(“Play”,true);
DontRepeat=true;
}
Otherwise, spawning of parked cars is from the ‘regular set’.
Finally, there’s a chance for a double parked vehicle (uber or taxi) to spawn adjacent to the parked vehicle, but only if the parked car is not already egressing into the bike lane.
This spread’s code deals with parked cards. Follow each call out to see how the game generates random stationary hazards for the player.
165using UnityEngine;
using System.Collections;
public class SpawnInSpace : MonoBehaviour {
publicGameObjectBoundary;
publicObjectnewCar;
publicGameObjectparkedCar;
//parked cars
publicGameObjectparkedCarA;
publicGameObjectparkedCarB;
publicGameObjectparkedCarC;
publicGameObjectparkedCarD;
publicGameObjectparkedCarE;
publicGameObjectparkedCarF;
//double parked cars
publicGameObjecttaxi;
publicGameObjectuber;
//special vehicles
publicGameObjecttruck;
//probabilities
publicintparkedCarRand;//whattypeofcar?
privateintdoubleparkedCarRand;//whattypeofdoubleparkedcar?
publicfloatdoubledistCurb;//doubleparkedkerbsidedistance
publicfloatdistCurb;//parkedkerbsidedistance
publicfloatextradistCurb;//chanceforextrakerbsidedistance
(regularcarparkedpoorly)
privateintextraCarRand;//chanceforextrakerbsidedistance
publicfloatdistCurbMin;
publicfloatdistCurbMax;
publicfloatspaceCoordsx;
publicfloatspaceCoordsy;
publicfloatspaceCoordsz;
publicQuaternionspaceRotation;
public bool isCar;
private int noCar;
//Usethisforinitialization
voidStart(){
isCar=false;
Boundary=GameObject.Find(“Boundary”);
spaceCoordsx=gameObject.transform.position.x;
spaceCoordsy=gameObject.transform.position.y;
spaceCoordsz=gameObject.transform.position.z;
spaceRotation=gameObject.transform.rotation;
//distCurbMin=-0.75f;
//distCurbMax=0.5f;
}
// Update is called once per frame
voidUpdate(){
}
voidOnTriggerEnter(ColliderBoundary)
{
//initial chance for rarer event
if(Boundary.GetComponent<Collider>().tag==
“SpawnRadius”){
noCar=Random.Range(0,10);
//car space is free
if(noCar==0&&isCar==false)
{
isCar=false;
}
//spawn is truck
elseif(noCar==1&&isCar==false)
{
distCurb=(Random.Range
(distCurbMin,distCurbMax))/5;//distancefromkerbside
parkedCar=truck;
newCar=Instantiate(parkedCar,
newVector3(spaceCoordsx,spaceCoordsy,spaceCoordsz+distCurb),
spaceRotation);
isCar=true;
}
//spawn is regular
elseif(noCar>=2)
{
parkedCarRand=Random.Range(2,7);
extraCarRand=Random.Range(0,10);
//then chance for poorly parked car
if(extraCarRand==0)
{
distCurb=Random.Range(2,
3);
}
//carisregular,parkednormally
else
{
distCurb=(Random.Range
(distCurbMin,distCurbMax))/5;//distancefromkerbside
}
if(parkedCarRand==1&&isCar==
false){
parkedCar=parkedCarA;
newCar=Instantiate
(parkedCar,newVector3(spaceCoordsx,spaceCoordsy,spaceCoordsz+
distCurb),spaceRotation);
isCar=true;
}elseif(parkedCarRand==2&&
isCar==false){
parkedCar=parkedCarB;
newCar=Instantiate
(parkedCar,newVector3(spaceCoordsx,spaceCoordsy,spaceCoordsz+
distCurb),spaceRotation);
isCar=true;
}elseif(parkedCarRand==3&&
isCar==false){
parkedCar=parkedCarC;
newCar=Instantiate
(parkedCar,newVector3(spaceCoordsx,spaceCoordsy,spaceCoordsz+
distCurb),spaceRotation);
isCar=true;
}elseif(parkedCarRand==4&&
isCar==false){
parkedCar=parkedCarD;
newCar=Instantiate
(parkedCar,newVector3(spaceCoordsx,spaceCoordsy,spaceCoordsz+
distCurb),spaceRotation);
isCar=true;
}
elseif(parkedCarRand==5&&isCar
==false){
parkedCar=parkedCarE;
newCar=Instantiate
(parkedCar,newVector3(spaceCoordsx,spaceCoordsy,spaceCoordsz+
distCurb),spaceRotation);
isCar=true;
}
elseif(parkedCarRand==6&&isCar
==false){
parkedCar=parkedCarF;
newCar=Instantiate
(parkedCar,newVector3(spaceCoordsx,spaceCoordsy,spaceCoordsz+
distCurb),spaceRotation);
isCar=true;
}
//then chance for double parked car
doubleparkedCarRand=Random.Range
(0,14);
if(doubleparkedCarRand==0&&
distCurb<=.6f)//don’tspawndoubleparkedcariskerbdistanceistoobig
{
newCar=Instantiate
(taxi,newVector3(spaceCoordsx,spaceCoordsy,spaceCoordsz+distCurb+
doubledistCurb),spaceRotation);
//Debug.Log(“Double
Park”);
}
if(doubleparkedCarRand==1&&
distCurb<=.6f)
{
newCar=Instantiate
(uber,newVector3(spaceCoordsx,spaceCoordsy,spaceCoordsz+distCurb+
doubledistCurb),spaceRotation);
//Debug.Log(“Double
Park”);
}
//Debug.Log(parkedCarRand);
//Debug.Log(“Entered”);
}
}
}
voidOnTriggerExit(ColliderBoundary)
{
if(Boundary.GetComponent<Collider>().tag==
“SpawnRadius”){
if(isCar==true){
DestroyObject(newCar);
isCar=false;
}
Debug.Log(“Exited”);
}
}} using UnityEngine;
using System.Collections;
publicclassParkedDoor3:MonoBehaviour{
Animator anim;
privateintDoorRand;//if0playanimation
publicboolPlay;//iffalseplayanimation
publicboolDontRepeat;//don’tgetanotherrandomnumberafter
firstRandom.Range(onlyoncechanceforanimation)
publicGameObjectcar;
voidStart()
{
anim=gameObject.GetComponent<Animator>();//get
animator
DontRepeat=false;//iftruenochanceforanimation
}
//attempt at disabling dooring when there is a double parked car
voidOnTiggerEnter(ColliderDoubleParkProtect)
{
if(DoubleParkProtect.GetComponent<Collider>().tag==
“DoorProtect”)
{
DontRepeat=true;
//Debug.Log(“DoubleParkedcardetected”);
}
}
voidOnTriggerEnter(ColliderDoorBoundary)
{
if(DoorBoundary.GetComponent<Collider>().tag==
“DoorRadius”)
{
if(DontRepeat==false)//chanceofdooring
onlywhenDontRepeat=false
{
DoorRand=Random.Range(0,10);
if(DoorRand==0)
{
anim.SetBool(“Play”,false);//
animationplayswhenPlaybooleanisfalse
DontRepeat=true;
}
else
{
anim.SetBool(“Play”,true);
DontRepeat=true;
}
First there’s a chance for ‘rare’ objects to spawn, such as blank car spaces or oversized trucks and vans
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Then there’s a chance for a car to be poorly parked; egressing into bike lane
scoring
When a player leaves the bike lane, bike health ‘multiplier’ decreases by 0.1 every 1.8 seconds.
In the bike lane, bike health increases by .2 every 1.8 seconds.
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
public class ScoringSystem : MonoBehaviour
{ publicboolonPath;
//publicboolifCyclePath;//isPlayeronbikepath?
//publicGameObjectmeshMultiplier;//originally‘PathWarning’mesh
multiplier factor
publicfloatspawnTime;
publicImagewarningText;//originally‘PathText’,GUI‘getbackon
bikelane’
public Text CountScore; //GUI score
publicGameObjectearnPointob;//GUIpointsparent
publicGameObjectearnPointChild;//childedsoanimationis
relative to player
public Text textMultiplier;
publicObjectpoint;//instantiatedflyingpoint
publicfloatprevTime;
//instantiatedflyingpointpositions
publicfloatspaceCoordsx;
publicfloatspaceCoordsy;
publicfloatspaceCoordsz;
publicfloatprevPlayerx;
private int pointsEarned; //points earned per tick
private int count; //score
public int multiplier; //multiplier used
privatefloatmultiplierdecimal;
privateGameObjectpieChart;
//private Image pieChartImage;
publicfloatpieChartFill;
publicGameObjectmusicObject;
publicGameObjecthealthSoundObj;
//diagnostics
publicfloatspeedRate;
publicfloatcollisionForce;
publicfloatcollisionImpulse;
public Vector3 collisionNormalVector;
publicTextspeedDisplay;
publicTextcollisionDisplay;
publicTextcollisionImpulseDisplay;
publicTextnormalVectorDisplay;
publicintinjuryRange;
publicRigidbodyrb;
publicboolcanDamage;
publicfloatdotCollision;
publicRigidbodytrigger;
publicGameObjectlifeSound;
public int pickUp;
public Text congrats;
public Text winScore;
public Image pinkScreen;
public Text ridingStyle;
publicGameObjectwinPieUnder;
publicGameObjectwinPieChart;
publicGameObjectwinImageScore;
publicGameObjectwinMultiplierImage;
publicstringinjury;
public string crashType;
public bool winBool;
//Usethisforinitialization
voidStart()
{
rb=GetComponent<Rigidbody>();
prevTime=Time.time;
winBool=false;
spaceCoordsx=gameObject.transform.position.x;
//textMultiplier.SetActive(false);
//textMultiplier.GetComponent<TextMesh>().text=
multiplierdecimal.ToString()+“x”;
//textMultiplier.text=multiplierdecimal.ToString()+
“x”;
textMultiplier.text=multiplierdecimal.ToString();
//meshMultiplier.gameObject.SetActive(false);//hide
multiplier mesh
warningText.gameObject.SetActive(false);//hideGUIget
back to bike lane
//pieChart.GetComponent<Image>().FillAmount=
multiplierdecimal;
count=0;//scoreis0
multiplier=10;
pointsEarned=10;
SetCountScore();//Setthescorefunction
SetMultiplier();//Setthemultiplierfunction
prevPlayerx=spaceCoordsx;//statingthatplayerhas
travelledxmetressincethisposition,atbeginningofgameiszero
speedDisplay.text=“0”;
canDamage=true;
pieChart=GameObject.Find(“FillingObject”);
}
// Update is called once per frame
voidUpdate()
{
speedRate=rb.velocity.magnitude;
spaceCoordsx=gameObject.transform.position.x;
spaceCoordsy=gameObject.transform.position.y;
spaceCoordsz=gameObject.transform.position.z;
if(prevTime<=Time.time-1.8f)//eventseverysecond
{
//Debug.Log(prevTime);
prevTime=Time.time;
speedDisplay.text=speedRate.ToString(“0.0”);
if(onPath==true)
{
if(multiplier<10)
{
multiplier=multiplier+2;//set
multiplier
}
else
{
multiplier=10;
}
}
if(onPath==false)
{
if(multiplier>0)
{
multiplier=multiplier-1;//set
multiplier
}
else
{
multiplier=0;
}
}
multiplierTasks();
}
if(onPath==true)//eventsonbikepath
{
//InvokeRepeating(“addMultiplier”,1,1);
//meshMultiplier.gameObject.SetActive(false);
//hide multiplier mesh
warningText.gameObject.SetActive(false);//
hide GUI get back to bike lane
}
if(onPath==false)//eventsoffbikepath
{
//InvokeRepeating(“minusMultiplier”,1,20);
//meshMultiplier.gameObject.SetActive(true);
//show multiplier mesh
warningText.gameObject.SetActive(true);//hide
GUI get back to bike lane
}
if(spaceCoordsx<prevPlayerx-40)//eventsevery10steps
{
spawnPoint();
pointsEarned=1*multiplier;//calculate
points earned
count=count+pointsEarned;//calculatescore
SetMultiplier();//displaypointsearned
SetCountScore();//displayscore
prevPlayerx=spaceCoordsx;
}
}
//detect leaving bike lane
voidOnTriggerEnter(ColliderScoreTrigger)
{
if((ScoreTrigger.GetComponent<Collider>().tag==
“TrafficCar”)&&canDamage==true)
{
Debug.Log(“TRIGGERCOLLIDE!!”);
if(speedRate>10)
{
if(multiplier-1>=0)
{
multiplier=multiplier;
}
if(multiplier-1<0)
{
multiplier=0;
}
if(count-30>=0)
{
pointsEarned=-30;//
calculate points earned
}
if(count-30<0)
{
pointsEarned=-count;//
calculate points earned
}
}
if(speedRate>5&&dotCollision<=10)
{
if(multiplier-1>=0)
{
multiplier=multiplier;
}
167using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
public class ScoringSystem : MonoBehaviour
{ publicboolonPath;
//publicboolifCyclePath;//isPlayeronbikepath?
//publicGameObjectmeshMultiplier;//originally‘PathWarning’mesh
multiplier factor
publicfloatspawnTime;
publicImagewarningText;//originally‘PathText’,GUI‘getbackon
bikelane’
public Text CountScore; //GUI score
publicGameObjectearnPointob;//GUIpointsparent
publicGameObjectearnPointChild;//childedsoanimationis
relative to player
public Text textMultiplier;
publicObjectpoint;//instantiatedflyingpoint
publicfloatprevTime;
//instantiatedflyingpointpositions
publicfloatspaceCoordsx;
publicfloatspaceCoordsy;
publicfloatspaceCoordsz;
publicfloatprevPlayerx;
private int pointsEarned; //points earned per tick
private int count; //score
public int multiplier; //multiplier used
privatefloatmultiplierdecimal;
privateGameObjectpieChart;
//private Image pieChartImage;
publicfloatpieChartFill;
publicGameObjectmusicObject;
publicGameObjecthealthSoundObj;
//diagnostics
publicfloatspeedRate;
publicfloatcollisionForce;
publicfloatcollisionImpulse;
public Vector3 collisionNormalVector;
publicTextspeedDisplay;
publicTextcollisionDisplay;
publicTextcollisionImpulseDisplay;
publicTextnormalVectorDisplay;
publicintinjuryRange;
publicRigidbodyrb;
publicboolcanDamage;
publicfloatdotCollision;
publicRigidbodytrigger;
publicGameObjectlifeSound;
public int pickUp;
public Text congrats;
public Text winScore;
public Image pinkScreen;
public Text ridingStyle;
publicGameObjectwinPieUnder;
publicGameObjectwinPieChart;
publicGameObjectwinImageScore;
publicGameObjectwinMultiplierImage;
publicstringinjury;
public string crashType;
public bool winBool;
//Usethisforinitialization
voidStart()
{
rb=GetComponent<Rigidbody>();
prevTime=Time.time;
winBool=false;
spaceCoordsx=gameObject.transform.position.x;
//textMultiplier.SetActive(false);
//textMultiplier.GetComponent<TextMesh>().text=
multiplierdecimal.ToString()+“x”;
//textMultiplier.text=multiplierdecimal.ToString()+
“x”;
textMultiplier.text=multiplierdecimal.ToString();
//meshMultiplier.gameObject.SetActive(false);//hide
multiplier mesh
warningText.gameObject.SetActive(false);//hideGUIget
back to bike lane
//pieChart.GetComponent<Image>().FillAmount=
multiplierdecimal;
count=0;//scoreis0
multiplier=10;
pointsEarned=10;
SetCountScore();//Setthescorefunction
SetMultiplier();//Setthemultiplierfunction
prevPlayerx=spaceCoordsx;//statingthatplayerhas
travelledxmetressincethisposition,atbeginningofgameiszero
speedDisplay.text=“0”;
canDamage=true;
pieChart=GameObject.Find(“FillingObject”);
}
// Update is called once per frame
voidUpdate()
{
speedRate=rb.velocity.magnitude;
spaceCoordsx=gameObject.transform.position.x;
spaceCoordsy=gameObject.transform.position.y;
spaceCoordsz=gameObject.transform.position.z;
if(prevTime<=Time.time-1.8f)//eventseverysecond
{
//Debug.Log(prevTime);
prevTime=Time.time;
speedDisplay.text=speedRate.ToString(“0.0”);
if(onPath==true)
{
if(multiplier<10)
{
multiplier=multiplier+2;//set
multiplier
}
else
{
multiplier=10;
}
}
if(onPath==false)
{
if(multiplier>0)
{
multiplier=multiplier-1;//set
multiplier
}
else
{
multiplier=0;
}
}
multiplierTasks();
}
if(onPath==true)//eventsonbikepath
{
//InvokeRepeating(“addMultiplier”,1,1);
//meshMultiplier.gameObject.SetActive(false);
//hide multiplier mesh
warningText.gameObject.SetActive(false);//
hide GUI get back to bike lane
}
if(onPath==false)//eventsoffbikepath
{
//InvokeRepeating(“minusMultiplier”,1,20);
//meshMultiplier.gameObject.SetActive(true);
//show multiplier mesh
warningText.gameObject.SetActive(true);//hide
GUI get back to bike lane
}
if(spaceCoordsx<prevPlayerx-40)//eventsevery10steps
{
spawnPoint();
pointsEarned=1*multiplier;//calculate
points earned
count=count+pointsEarned;//calculatescore
SetMultiplier();//displaypointsearned
SetCountScore();//displayscore
prevPlayerx=spaceCoordsx;
}
}
//detect leaving bike lane
voidOnTriggerEnter(ColliderScoreTrigger)
{
if((ScoreTrigger.GetComponent<Collider>().tag==
“TrafficCar”)&&canDamage==true)
{
Debug.Log(“TRIGGERCOLLIDE!!”);
if(speedRate>10)
{
if(multiplier-1>=0)
{
multiplier=multiplier;
}
if(multiplier-1<0)
{
multiplier=0;
}
if(count-30>=0)
{
pointsEarned=-30;//
calculate points earned
}
if(count-30<0)
{
pointsEarned=-count;//
calculate points earned
}
}
if(speedRate>5&&dotCollision<=10)
{
if(multiplier-1>=0)
{
multiplier=multiplier;
}
On collusion with a vehicle, the larger the force of impact, the more points and the bike health ‘multiplier’ are reduced.
Every 40 units, a player gains points. Points are calculated based on the bike health ‘multiplier’: 1 meaning full bike health.
If multiplier = 1, player earns 10 points that tick. If multiplier = 0.5, player earns 5 points.
scoring
if(multiplier-1<0)
{
multiplier=0;
}
if(count-20>=0)
{
pointsEarned=-20;//
calculate points earned
}
if(count-20<0)
{
pointsEarned=-count;//
calculate points earned
}
}
if(speedRate>0&&dotCollision<=5)
{
if(multiplier-1>=0)
{
multiplier=multiplier;
}
if(multiplier-1<0)
{
multiplier=0;
}
if(count-10>=0)
{
pointsEarned=-10;//
calculate points earned
}
if(count-10<0)
{
pointsEarned=-count;//
calculate points earned
}
}
count=count+pointsEarned;//calculatescore
SetMultiplier();//displaypointsearned
SetCountScore();//displayscore
spawnPoint();
//if(multiplierdecimal==0)
//{
//Application.LoadLevel(“104debug
2”);
//}
canDamage=false;
Invoke(“cancelcanDamage”,2);
}
if(ScoreTrigger.GetComponent<Collider>().tag==
“winTrigger”)
{
Debug.Log(“Youwin!”);
youWin();
}
if(ScoreTrigger.gameObject.CompareTag(“pickUp”))
{
ScoreTrigger.gameObject.SetActive(false);
lifeSound.gameObject.SetActive(true);
multiplier=10;
SetMultiplier();//displaypointsearned
showMultipler();
pointsEarned=20;
pickUp=pickUp+1;
count=count+pointsEarned;//calculatescore
SetCountScore();//displayscore
spawnPoint();
multiplierTasks();
Invoke(“resetlifeSound”,1);
}
}
voidOnTriggerStay(ColliderBikePathCollider)
{
if(BikePathCollider.GetComponent<Collider>().tag==
“BikePath”)
{
onPath=true;
//Invoke(“destroyPoint”,1);
}
}
//detect entering bike lane
voidOnTriggerExit(ColliderBikePathCollider)
{
if(BikePathCollider.GetComponent<Collider>().tag==
“BikePath”)
{
onPath=false;
//Debug.Log(“Offbikelane”);
//Invoke(“destroyPoint”,1);
}
}
voidOnCollisionEnter(Collisioncollision)
{
Debug.Log(collision.relativeVelocity.magnitude+
“COLLIDE”);
foreach(ContactPointcontactincollision.contacts)
{
Vector3normal=contact.normal;
Vector3velocity=collision.relativeVelocity;
dotCollision=Vector3.Dot(normal,velocity);
print(contact.thisCollider.name+“hit“+
contact.otherCollider.name);
Debug.DrawRay(contact.point,contact.normal,
Color.white);
Debug.Log(“massesare”+collision.rigidbody.
mass+rb.mass+“normalanglesare”+contact.normal);
collisionNormalVector=contact.normal;
normalVectorDisplay.text=
collisionNormalVector.ToString();
//Debug.Log(“CollisionImpulseis”+Collision.
impulse)
}
CancelInvoke(“clearAnalytics”);
collisionForce=dotCollision;
collisionImpulse=collision.impulse.magnitude;
collisionDisplay.text=collisionForce.ToString(“0.0”);
collisionImpulseDisplay.text=“Im“+collisionImpulse.
ToString(“0.0”);
if((collision.rigidbody.tag==“TrafficCar”)&&canDamage
==true)
{
Debug.Log(“Collidewithtraffic!”);
if(dotCollision>20)
{
if(multiplier-7>=0)
{
multiplier=multiplier-
7;
}
if(multiplier-7<0)
{
multiplier=0;
}
if(count-50>=0)
{
pointsEarned=-50;//
calculate points earned
}
if(count-50<0)
{
pointsEarned=-count;//
calculate points earned
}
}
if(dotCollision>10&&dotCollision<=20)
{
if(multiplier-7>=0)
{
multiplier=multiplier-
7;
}
if(multiplier-7<0)
{
multiplier=0;
}
if(count-40>=0)
{
pointsEarned=-40;//
calculate points earned
}
if(count-40<0)
{
pointsEarned=-count;//
calculate points earned
}
}
if(dotCollision>5&&dotCollision<=10)
{
if(multiplier-3>=0)
{
multiplier=multiplier-
3;
}
if(multiplier-3<0)
{
multiplier=0;
}
if(count-20>=0)
{
pointsEarned=-20;//
calculate points earned
}
if(count-20<0)
{
pointsEarned=-count;//
calculate points earned
}
}
if(dotCollision>0&&dotCollision<5)
{
if(multiplier-1>=0)
{
multiplier=multiplier-
1;
}
if(multiplier-1<0)
If bike health = 0, it is gameover
169
if(multiplier-1<0)
{
multiplier=0;
}
if(count-20>=0)
{
pointsEarned=-20;//
calculate points earned
}
if(count-20<0)
{
pointsEarned=-count;//
calculate points earned
}
}
if(speedRate>0&&dotCollision<=5)
{
if(multiplier-1>=0)
{
multiplier=multiplier;
}
if(multiplier-1<0)
{
multiplier=0;
}
if(count-10>=0)
{
pointsEarned=-10;//
calculate points earned
}
if(count-10<0)
{
pointsEarned=-count;//
calculate points earned
}
}
count=count+pointsEarned;//calculatescore
SetMultiplier();//displaypointsearned
SetCountScore();//displayscore
spawnPoint();
//if(multiplierdecimal==0)
//{
//Application.LoadLevel(“104debug
2”);
//}
canDamage=false;
Invoke(“cancelcanDamage”,2);
}
if(ScoreTrigger.GetComponent<Collider>().tag==
“winTrigger”)
{
Debug.Log(“Youwin!”);
youWin();
}
if(ScoreTrigger.gameObject.CompareTag(“pickUp”))
{
ScoreTrigger.gameObject.SetActive(false);
lifeSound.gameObject.SetActive(true);
multiplier=10;
SetMultiplier();//displaypointsearned
showMultipler();
pointsEarned=20;
pickUp=pickUp+1;
count=count+pointsEarned;//calculatescore
SetCountScore();//displayscore
spawnPoint();
multiplierTasks();
Invoke(“resetlifeSound”,1);
}
}
voidOnTriggerStay(ColliderBikePathCollider)
{
if(BikePathCollider.GetComponent<Collider>().tag==
“BikePath”)
{
onPath=true;
//Invoke(“destroyPoint”,1);
}
}
//detect entering bike lane
voidOnTriggerExit(ColliderBikePathCollider)
{
if(BikePathCollider.GetComponent<Collider>().tag==
“BikePath”)
{
onPath=false;
//Debug.Log(“Offbikelane”);
//Invoke(“destroyPoint”,1);
}
}
voidOnCollisionEnter(Collisioncollision)
{
Debug.Log(collision.relativeVelocity.magnitude+
“COLLIDE”);
foreach(ContactPointcontactincollision.contacts)
{
Vector3normal=contact.normal;
Vector3velocity=collision.relativeVelocity;
dotCollision=Vector3.Dot(normal,velocity);
print(contact.thisCollider.name+“hit“+
contact.otherCollider.name);
Debug.DrawRay(contact.point,contact.normal,
Color.white);
Debug.Log(“massesare”+collision.rigidbody.
mass+rb.mass+“normalanglesare”+contact.normal);
collisionNormalVector=contact.normal;
normalVectorDisplay.text=
collisionNormalVector.ToString();
//Debug.Log(“CollisionImpulseis”+Collision.
impulse)
}
CancelInvoke(“clearAnalytics”);
collisionForce=dotCollision;
collisionImpulse=collision.impulse.magnitude;
collisionDisplay.text=collisionForce.ToString(“0.0”);
collisionImpulseDisplay.text=“Im“+collisionImpulse.
ToString(“0.0”);
if((collision.rigidbody.tag==“TrafficCar”)&&canDamage
==true)
{
Debug.Log(“Collidewithtraffic!”);
if(dotCollision>20)
{
if(multiplier-7>=0)
{
multiplier=multiplier-
7;
}
if(multiplier-7<0)
{
multiplier=0;
}
if(count-50>=0)
{
pointsEarned=-50;//
calculate points earned
}
if(count-50<0)
{
pointsEarned=-count;//
calculate points earned
}
}
if(dotCollision>10&&dotCollision<=20)
{
if(multiplier-7>=0)
{
multiplier=multiplier-
7;
}
if(multiplier-7<0)
{
multiplier=0;
}
if(count-40>=0)
{
pointsEarned=-40;//
calculate points earned
}
if(count-40<0)
{
pointsEarned=-count;//
calculate points earned
}
}
if(dotCollision>5&&dotCollision<=10)
{
if(multiplier-3>=0)
{
multiplier=multiplier-
3;
}
if(multiplier-3<0)
{
multiplier=0;
}
if(count-20>=0)
{
pointsEarned=-20;//
calculate points earned
}
if(count-20<0)
{
pointsEarned=-count;//
calculate points earned
}
}
if(dotCollision>0&&dotCollision<5)
{
if(multiplier-1>=0)
{
multiplier=multiplier-
1;
}
if(multiplier-1<0)
Running over a bike box returns a player’s bike health to full, and gives a rider 20 points
scoring
{
multiplier=0;
}
if(count-10>=0)
{
pointsEarned=-10;//
calculate points earned
}
if(count-10<0)
{
pointsEarned=-count;//
calculate points earned
}
}
count=count+pointsEarned;//calculatescore
SetMultiplier();//displaypointsearned
SetCountScore();//displayscore
spawnPoint();
multiplierTasks();
if(multiplierdecimal==0)
{
youCrash();
//Application.LoadLevel(“104debug
2”);
}
}
Invoke(“clearAnalytics”,5);
canDamage=false;
Invoke(“cancelcanDamage”,2);
//if(collision.relativeVelocity.magnitude>10)
//{
//Debug.Log(“Bigcollision!”);
//}
}
voidSetCountScore()//DisplayGUIscore
{
CountScore.text=count.ToString();
}
voidspawnPoint()//Spawnflyingpoint
{
spawnTime=Time.time;
point=Instantiate(earnPointob,newVector3
(spaceCoordsx,spaceCoordsy,spaceCoordsz),Quaternion.AngleAxis(270,
Vector3.up))asGameObject;
Destroy(point,1);
}
voidSetMultiplier()//setflyingpointvalue
{
earnPointChild.GetComponent<TextMesh>().text=
pointsEarned.ToString();//multiplier.ToString();
}
voidshowMultipler()
{
//if(multiplier==10)
//{
//
textMultiplier.SetActive(false);
//}
//else
//{
//textMultiplier.SetActive(true);
multiplierdecimal=(float)multiplier/10;
//textMultiplier.GetComponent<TextMesh>().text
=multiplierdecimal.ToString()+“x”;
textMultiplier.text=multiplierdecimal.
ToString()+“x”;
//}
}
//collisions stuff
voidclearAnalytics()
{
collisionDisplay.text=(““);
collisionImpulseDisplay.text=(““);
normalVectorDisplay.text=(““);
}
voidcancelcanDamage()
{
canDamage=true;
}
voidyouWin()
{
if(winBool==false)
{
pinkScreen.gameObject.SetActive(true);
congrats.text=“YOUMADEITTOTHECITY!”;
winScore.text=“RAWSCORE“+count.ToString
();
if(pickUp==0)
{
ridingStyle.text=“RIDINGSTYLE:
LOUSY!”;
}
if(pickUp>=1&&pickUp<=3)
{
ridingStyle.text=“RIDINGSTYLE:
OK!”;
}
if(pickUp>3)
{
ridingStyle.text=“RIDINGSTYLE:
GREAT!”;
}
Invoke(“resetLevel”,10);
}
winPieUnder.SetActive(false);
winPieChart.SetActive(false);
winImageScore.SetActive(false);
warningText.gameObject.SetActive(false);
winBool=true;
}
voidyouCrash()
{
pinkScreen.gameObject.SetActive(true);
if(winBool==false)
{
winScore.text=“RAWSCORE“+count.ToString
();
if(collisionNormalVector.x>.1f)
{
crashType=“FRONTALSMASH!”;
}
if(collisionNormalVector.x<=-.1f)
{
crashType=“beenhitfrombehind!”;
}
if(collisionNormalVector.z>.3f||
collisionNormalVector.z<-.3f)
{
crashType=“gottensideswiped!”;
}
injuryRange=Random.Range(0,3);
if(dotCollision<1)
{
injury=“JUSTASCRAPE!”;
}
congrats.text=“OUCH!“+crashType;
if(speedRate>=1&&speedRate<=5)
{
if(injuryRange==0);
{
injury=“ALIGHTSCRAPE!”;
}
if(injuryRange==1);
{
injury=“ABROKENBIKE!”;
}
if(injuryRange==2);
{
injury=“ABROKEN
MIRROR!”;
}
}
if(dotCollision>=1&&dotCollision<=10)
{
if(injuryRange==0);
{
injury=“ABROKENARM!”;
}
if(injuryRange==1);
{
injury=“ABROKENLEG!”;
}
if(injuryRange==2);
{
injury=“ABROKENTOE!”;
}
}
if(dotCollision>10)
{
if(injuryRange==0);
{
injury=“ABROKENNECK”;
}
if(injuryRange==1);
{
injury=“AWRECKEDBIKE!”;
}
if(injuryRange==2);
{
injury=“ASADFAMILY!!!”;
}
}
ridingStyle.text=“Youendedupwith...“+
injury;
Invoke(“resetLevel”,7);
}
171
{
multiplier=0;
}
if(count-10>=0)
{
pointsEarned=-10;//
calculate points earned
}
if(count-10<0)
{
pointsEarned=-count;//
calculate points earned
}
}
count=count+pointsEarned;//calculatescore
SetMultiplier();//displaypointsearned
SetCountScore();//displayscore
spawnPoint();
multiplierTasks();
if(multiplierdecimal==0)
{
youCrash();
//Application.LoadLevel(“104debug
2”);
}
}
Invoke(“clearAnalytics”,5);
canDamage=false;
Invoke(“cancelcanDamage”,2);
//if(collision.relativeVelocity.magnitude>10)
//{
//Debug.Log(“Bigcollision!”);
//}
}
voidSetCountScore()//DisplayGUIscore
{
CountScore.text=count.ToString();
}
voidspawnPoint()//Spawnflyingpoint
{
spawnTime=Time.time;
point=Instantiate(earnPointob,newVector3
(spaceCoordsx,spaceCoordsy,spaceCoordsz),Quaternion.AngleAxis(270,
Vector3.up))asGameObject;
Destroy(point,1);
}
voidSetMultiplier()//setflyingpointvalue
{
earnPointChild.GetComponent<TextMesh>().text=
pointsEarned.ToString();//multiplier.ToString();
}
voidshowMultipler()
{
//if(multiplier==10)
//{
//
textMultiplier.SetActive(false);
//}
//else
//{
//textMultiplier.SetActive(true);
multiplierdecimal=(float)multiplier/10;
//textMultiplier.GetComponent<TextMesh>().text
=multiplierdecimal.ToString()+“x”;
textMultiplier.text=multiplierdecimal.
ToString()+“x”;
//}
}
//collisions stuff
voidclearAnalytics()
{
collisionDisplay.text=(““);
collisionImpulseDisplay.text=(““);
normalVectorDisplay.text=(““);
}
voidcancelcanDamage()
{
canDamage=true;
}
voidyouWin()
{
if(winBool==false)
{
pinkScreen.gameObject.SetActive(true);
congrats.text=“YOUMADEITTOTHECITY!”;
winScore.text=“RAWSCORE“+count.ToString
();
if(pickUp==0)
{
ridingStyle.text=“RIDINGSTYLE:
LOUSY!”;
}
if(pickUp>=1&&pickUp<=3)
{
ridingStyle.text=“RIDINGSTYLE:
OK!”;
}
if(pickUp>3)
{
ridingStyle.text=“RIDINGSTYLE:
GREAT!”;
}
Invoke(“resetLevel”,10);
}
winPieUnder.SetActive(false);
winPieChart.SetActive(false);
winImageScore.SetActive(false);
warningText.gameObject.SetActive(false);
winBool=true;
}
voidyouCrash()
{
pinkScreen.gameObject.SetActive(true);
if(winBool==false)
{
winScore.text=“RAWSCORE“+count.ToString
();
if(collisionNormalVector.x>.1f)
{
crashType=“FRONTALSMASH!”;
}
if(collisionNormalVector.x<=-.1f)
{
crashType=“beenhitfrombehind!”;
}
if(collisionNormalVector.z>.3f||
collisionNormalVector.z<-.3f)
{
crashType=“gottensideswiped!”;
}
injuryRange=Random.Range(0,3);
if(dotCollision<1)
{
injury=“JUSTASCRAPE!”;
}
congrats.text=“OUCH!“+crashType;
if(speedRate>=1&&speedRate<=5)
{
if(injuryRange==0);
{
injury=“ALIGHTSCRAPE!”;
}
if(injuryRange==1);
{
injury=“ABROKENBIKE!”;
}
if(injuryRange==2);
{
injury=“ABROKEN
MIRROR!”;
}
}
if(dotCollision>=1&&dotCollision<=10)
{
if(injuryRange==0);
{
injury=“ABROKENARM!”;
}
if(injuryRange==1);
{
injury=“ABROKENLEG!”;
}
if(injuryRange==2);
{
injury=“ABROKENTOE!”;
}
}
if(dotCollision>10)
{
if(injuryRange==0);
{
injury=“ABROKENNECK”;
}
if(injuryRange==1);
{
injury=“AWRECKEDBIKE!”;
}
if(injuryRange==2);
{
injury=“ASADFAMILY!!!”;
}
}
ridingStyle.text=“Youendedupwith...“+
injury;
Invoke(“resetLevel”,7);
}
4
WORK SHOP
4 Pocket Pedal WorkshopThe culmination of this thesis involved running a codesign workshop amongst stakeholders impacted by cycling on St Kilda Road.
In Section 1, cycling was established as an ecology of fast and complex elements involving many opposing stakeholders. Section 2 identified codesign strategies to manage such environments, namely creating common frames for exploration. In Section 3, the design of the playful cycling simulation Pocket Pedal was described. Pocket Pedal and several lower fidelity simulations were designed as artefacts to be embedded in codesign for productive metagame creation.
In the Pocket Pedal workshop, these artefacts were situated and tested to see if games could amplify the codesign process, namely helping stakeholders (and designers) explore the ecology of cycling.
177
StakeholdersParticipants were diverse, coming from many backgrounds with different understandings of cycling. Stakeholders included cyclists, drivers, transit users, a planner from the local council and two health professionals (a trauma surgeon working at The Alfred, a nearby hospital, and a radiologist).
Workshop Outline:To test the use of metagame and embeddable game artefacts, workshop codesign activities trialled Pocket Pedal in various levels of ‘completeness’. Some activities situated the game as a stand-alone, discrete artefact that was ‘run’ through cardboard-based games..Others broke the game down into elements and augmented these with lower fidelity props and activities. Later workshop activities situated participants outside the simulation and encouraged them to critique it and develop new ideas.
Inserting Pocket Pedal in workshop activities had the higher goal of making a collaborative, engaged environment for discussion and idea generation. Such discussion is expected to bleed through discrete workshop activities. Recognising this, the entire workshop was filmed so these spontaneous reactions, debates and ideas can be captured and used.
Activity 1: Backwards Interview Game(minimal use of artefacts, minimal use of Pocket Pedal)
HI FIDLITY ARTEFACTS: Images of virtual world LOW FIDELITY ARTEFACTS: Paper scoring cards GAME ELEMENTS USED: Competition
The Backwards Interview Game attempted to develop a shared design frame (Refer Section 2.1) in workshop participants. That is, recognition that urban cycling involves stakeholders from many backgrounds (namely cyclists, motorists and transit users). Participants were exposed to a shared ‘site’ through images of the Pocket Pedal game.
The ‘game’ was broken into three activities: scene identification (Activity 1A), stakeholder identification (Activity 1B), and the Backwards Interview Game itself (Activity 1C).
179
PRINCESS BRIDGE
NGVNORTH
NGV SOUTH
KINGS WAY BYPASS
THE MELBOURNIAN
DOMAIN INTERCHANGE
VICTORIA BARRACKS
ARTS CENTRE
181
Activity 1A Scene IdentificationRESEARCH QUESTIONS:
Is the virtual environment created in Pocket Pedal recognisable as the St Kilda Road cycling environment?
Can scoring as a tool for cross-stakeholder engagement?
AIMS• Ease participants into active participation
• See how recognisable game simulation is to the real world
PROPS: Laptop, postcard images of key areas of virtual world
METHODPostcard images of virtual cycling environment shown to participants.
Participants must locate each postcard in the real world. After all postcards
have been shown, correct locations are read out. Participants receive one
point per correct location.
DATAOff the cuff comments:We won’t have you on our trivial pursuit teamIs that an animal in the background? That pink thing? [my response: No, they are trees] What are those pink things – trees? They look like roses on this side – they’re pretty.Ah, I know what it is – the Melbournian! [response: of course!]Spirit of cooperationWhat’s the box on the head? Ned Kelly?Cute designs[me: for scale a person is this high] respondent: ah, I know!
183
185
DISCUSSIONParticipant recognition of the ‘gamified’ route was accurate, with correct identification of locations occurring around 70% of the time.
Unanticipated was the emergent collaborative nature of the exercise:
participants wanted to group together and collectively identify each scene.
Skyline icons such as the Arts Spire and the Flinder’s Street Station dome were most effective at conveying place, more so than infrastructure features
such as the idiosyncratic lane changes associated with the route. Less well known landmarks such as the Melbournian and the Barracks still proved
recognisable. Scale was an issue, with some participants unsure how large
virtual objects were.
Participants enjoyed the challenge of working out each postcard. Awarding
points meant participants had a vested interested in identifying scenes, even
though these points were completely arbitrary and not used gain. Unlike
the immediacy of a photograph, the reduced, stylised virtual representation
forced participants to assess each part of the scene for clues, eventually
leading to a scene’s identification.
The activity was effective method for introducing the virtual cycling
environment and prompting individuals to become active participants in
workshop activities.
187
Why
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you
happ
y be
ing
desc
ribed
like
th
is?
An
ythi
ng
mis
sing
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How
fr
eque
ntly
do
you
go u
p St
K
ilda
Roa
d?
Hav
e yo
u pa
rtic
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in a
des
ign
wor
ksho
p be
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comPLETE
BuLLSHIT
IT’S
PRETTy
ACCUrAte!
dRIV
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gPuBLIc
TRanSPoRT
namE
ALmoST
EVERyDay
ALmoST
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everY
MONth
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DRIV
ER /
cycLIS
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oTHER
The
thin
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g on
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The
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Whe
n I’m
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h th
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pOiN
ts here
ACtiv
itY 1.3
Why
did
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this
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Why
did
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you
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An
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How
fr
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K
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Hav
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u pa
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ign
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ksho
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?
comPLETE
BuLLSHIT
IT’S
PRETTy
ACCUrAte!
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cycLIn
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TRanSPoRT
namE
ALmoST
EVERyDay
ALmoST
EVERy wEEK
everY
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DRIV
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The
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ACtiv
itY 1.3
ALM
OS
T EV
ERY
DAY
ALM
OS
T EV
ERY
WEE
KA
LMO
ST
EVER
Y M
ON
THLE
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TH
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CC
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CCCDD
DDDD
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PT
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HOW OFTEN DO YOU TRAVEL
UP ST KILDA ROAD
C CYCLE
D DRIV
EPT PUBLIC
TRANSIT
PT
Activity 1B Stakeholder identificationRESEARCH QUESTION:
What are the habitual opinions and preconceptions amongst people linked to the issue of cycling?
AIMS• Explore background experiences that participants are bringing to the
workshop
• Create a baseline profile of participants to calibrate effect of workshop design activities.
METHOD• Participants asked to identify themselves as cyclist, driver or other by
sticking coloured post-it note ‘badges’ on themselves
• Participants are asked a series of questions regarding their background, familiarity with St Kilda Road, conception of road-space and activism.
DATAOff-the-cuff comments:Can you be both?I’m probably other as wellWhat if you’re both?My current role? Cyclist or other?
Survey question: ‘Why did you choose this category?’‘I’m just a person going places’ ‘Living on St Kilda Road, PT = faster, drive = weekends’ ‘I use all modes, but would cycle more if I was more confident in my safe-ty.’ ‘Ride bike often, drive sometimes, catch tram often.’ ‘Ride to uni 3 times a week and do not own a car’
DISCUSSIONParticipation was evenly distributed between more cycling and more motorist
individuals. Workshop members came from a diverse set of backgrounds,
including health, planning and activism, and included both younger and older
participants. Some participants had experience in video games, most did not.
All participants bar one felt uncomfortable associating themselves as a single
‘type’. Issues of legitimacy (not being a ‘real cyclist’) and the multi-modal
nature of an individual’s travel were raised. Instead, participants chose
multiple badges to reflect their identity, taking multiple same coloured post-its when one stakeholder group was more strongly part of their identity.
The feeling of freedom (and breezes and sunshine)
Getting to see the day and experience the weather
Speed, security, going at your own pace
Non congested, scenic drives, [short] time it takes to get to desti-
nation
Not getting killed or injured, arriving at my destination
Cyclists, road safety, impatient drivers.
car dooring.
Dooring by cars when in the bike lane
q1
q2
The feeling of freedom (and breezes and sunshine)
Getting to see the day and experience the weather
Speed, security, going at your own pace
Non congested, scenic drives, [short] time it takes to get to desti-
nation
Not getting killed or injured, arriving at my destination
Cyclists, road safety, impatient drivers.
car dooring.
Dooring by cars when in the bike lane
q1
q2
Dri
ver
/ Oth
er /
Oth
er
[Nir
o]
Dri
ver
/ Oth
er
[Nad
hik
a]
Dri
ver
/ Oth
er
[Pet
er]
Dri
ver
/ Cyc
list
[J
ohn
C]
Dri
ver
[D
anie
lle]
Cyc
list
[A
lexa
]
Cyc
list
/ Oth
er
[Joh
n B
]
Cyc
list
/ Oth
er
[Fre
da]
Cyc
list
/ Oth
er
[Pie
tra]
Oth
er /
Oth
er /
Cyc
list
[Sam
]
DRIVER CYCLIST OTHER
Activity 1C Backwards Interview GameRESEARCH QUESTION:Is there a knowledge gap between people linked to the issue of cycling?
AIMS· Investigate if part of problem with urban cycling is the lack of interaction
between stakeholders
· Assess cross stakeholder knowledge / empathy
METHOD· Individuals form pairs of differing stakeholders. Pairs record a ‘backwards
interview,’ where Participant A (being filmed) must guess Participant B’s (filming) answers to the previous questionnaire based on their stakehold-
er identification.o The thing I like most about being on the road is...
o On the road I’m most worried about…o On the road the things that don’t make sense are… o I wish there was more…
· Participant B awards Participant A one point per correct answer.
DATA
DISCUSSIONThe shared frame of the Backwards Interview Game was effective at ‘breaking
the ice’ amongst participants, giving them confidence to ask questions and engage in conversation. This meant further workshop activities were
done in a group that were familiar with each other, rather than as a group of
unintroduced strangers.
The backwards nature of the interview (participants were not answering
questions themselves, but rather guessing the answers of their partner) encouraged back-and-forth conversation and collaboration. Participant
A would guess Participant B’s answer to a particular question, prompting Participant B to give a hint, which would then lead A to modify her answer.
The novelty of the activity, and this continual updating of responses, kept
conversation engaging rather than being stilted, as what happens in many
breaking-the-ice-through-interview participatory games.
Scoring ‘points’ gave both participants (interviewer and interviewee) defined but informal roles, encouraging participants to focus on the activity at hand.
Comparing interview ‘scores’ in a wider workshop discussion at the end of
the activity was a quick and effective method for sharing and discussing these one-on-one interviews with the entire workshop group.
SCORES
3.5 / 43 / 4
3 / 42.5 / 4
3.5 / 4 1.5 /4
193
Activity 2: Journey Game(low fidelity artefacts, minimal use of Pocket Pedal)
HIGH FIDELITY ARTIFACTS: --- LOW FIDLIETY ARTIFACTS: Setting, Character and Moment cards GAME ELEMENTS USED: Rules, Outcomes
The Journey Game was the first activity to test if simulation can be used productively in cycling stakeholders. The cardboard simulation was low-fidelity, flexible and non-immersive.
The game aimed to facilitate participants in collectively exploring cycling conditions and expose them to infrastructural precedents (refer Section 2.2). Cycling was broken down into a series of cardboard props (Setting, Character and Moment cards), from which participants construct cycling journeys.
Before playing the Journey Game, participants were exposed to a conventional method of cycling analysis: GoPro cycling footage of St Kilda road. Analysis of this footage was compared to outcomes generated through participant interaction with the cardboard simulation.
195
Activity 2A: Codesign with traditional Go Pro footage RESEARCH QUESTIONS
Can traditional forms of activism be productively used in codesign situations?
How productive is audio-visual rhetoric in cycling codesign situations?
AIMSThere is lots of data available in urban cycling situations. Can techniques be rethought and reintegrated for better results?
METHODEach group received a device with footage ‘the Climbing Cyclist’ journey of St
Kilda road [https://www.youtube.com/watch?v=hleXB6oXAJ8].
Groups are asked to list elements of video: Enjoyment, Annoyance, Danger.
Participants report back findings to the wider workshop group.
DISCUSSIONActivity 2A aimed to assess how participants responded to ‘raw’ cycling
representation. Participants were asked to analyse a helmet mounted GoPro
film of a cyclist travelling up St Kilda Road.
As discussed in Section 1.2, cycling must be thought in terms of time-space, a
combination of geography (urban space / infrastructure) and time (behaviour
/ traveling) (Lugo 2010).
Individuals were required to note elements of the ride under categories enjoyment, danger and annoyance.
197
Many participants struggled to assess the footage, as things happened
quickly:‘Watching the video was very fast and hard to take in all the factors at play.’‘For me, the video was clearer in that the landmarks were easier to define. It was educational for me to see how a fast rider rides. But things were still happening too quickly for me to 'analyse'.’
Cycling conditions are not only fast, they are also complex, meaning they
are an assemblage of interrelated elements (Lugo 2010). Many participants felt that they could not ‘break up’ the continuous, fast frame of footage into
elements to be listed:
‘It’s kind of continual, isn’t it? It’s just continual drip drip annoyance. It’s not one particular, it’s all the time.’
The difficulty assessing the fastness and complexity of riding was reflected in participant responses:
Enjoyment
[DRIVER] not being on the two wheeled death trap[CYCLIST] no enjoymentw[CYCLIST] no[CYCLIST] no[DRIVER] leaves and shade, wind and fresh air, tram bells[DRIVER] fresh air, sunshine, fast, minimal enjoyment[CYCLIST] car waiting to turn, sunshine
A significant correlation between stakeholder type and response to the Enjoyment category was found. All cyclists bar one listed only no/ no
enjoyment under this category. The exception was the only participant who
had identified themselves as a pure cyclist (not a hybrid), an experienced St Kilda road rider.
An emergent trend in motorist participants was the likelihood of listing
positive elements such as fresh air and sunshine . This may indicate a
knowledge gap existing between individuals with personal experience cycling
the route and individuals that have never ridden the route.
The next segment of the activity, Activity 2B, exposed participants to the
Journey Game proper. The Journey Game tested using simulation to create a
more manageable framework of cycling for participants than raw footage.
199
ENJOYMENT?
not being on the two wheeled death
trap
no enjoyment
no
no
leaves and shade, wind and fresh air,
tram bells
fresh air, sunshine, fast,
DANGER?
parked cars, narrow lane, delivery
truck, car across bikelanes
don’t know how cyclists will react
to situations, overlap (veering) of
drivers on lanes
cars swerving into me, car door
opening, sun in eyes
ANNOYANCE?
thick truck in bike lane, person
overtaking on wrong-side [left hand
side], car in bike lane multiple times
pedestrians, blue car, taxis
constantly being alert to danger
slow on a turning lane, stress
pedestrians darting across road, cars
on bike path
pedestrian
other bikes
201
Activity 2B: Journey GameRESEARCH QUESTIONS
Can traditional forms of design activism be redesigned, with minimal means, to improve their use in codesign situations?
Is low fidelity element-based chunking a productive simulation for participants?
AIM• Test the effectiveness of a low fidelity simulation that can be quickly
made by a designer
• Break down cycling conditions into discrete ‘manageable’ elements for
participants to conceptualise and analyse
• Provoke an expand imagination of cycling in participants: different geog-
raphies, infrastructure, characters and scenarios.
PROPSCharacter Card Descriptions
Lee (MAMIL)
Lee gets up at 5am most morning for his regular 20km Bayside ride, testing out his brand new $2000 sportsbike. St Kilda road is his ‘normal life’ commute. Cyclists are slow, so Lee often rides in the car lane.
Trish (Young female, upright bike)
Trish studies commerce at Melbourne Uni. She’s loving the vintage steel
bike she bought in Collingwood last month. Cycling up St Kilda road can be
dangerous at times, but Trish tries to enjoy the ride!
Mark (Young male, reckless)
Mark’s just graduated from RMIT. A ‘creative type’, he works part-time in the
city, with his days starting a little later than most. Often late, he rides a little recklessly to make up for lost time. How else are you going to claim space on
the road unless you cycle a little bit aggressively?
Jane (Middle aged female)
Jane doesn’t see herself as a proper ‘cyclist’: those wear lycra and ride fast!
Safety conscious, Jane makes sure to always wear hi-vis on her ride up St
203
Kilda Road.
Scenario Cards• Dangerous ride
• Leisurely ride• Everyday ride
• Rushed ride
Moment cards
Stills from footage of cycling journeys from around the world were printed
on cards. Locations included St Kilda Road, London, Sao Paolo, Copenhagen. Images of keywords
These ‘moments’ were augmented with separate cards depicting images of
scenarios, people and places found by Google searches terms (fantasy ride,
bunch ride, stolen bike, dangerous ride, Copenhagen ride, children riding,
family ride).
METHOD• Participants divide into small groups. Each group receives a character
card and a scenario card
• Moment cards are spread around a large, communal table.
• Groups must construct a cycling journey from a sequence of these cards• Character x scenario cards form the ‘rules’ of the cardboard cycling sim-
ulation
• Participants create a journey for their character by string together a se-
quence of moment cards that satisfies their scenario • These journeys are presented to the group. Participants document jour-
ney by taking a photo of string of cards they create.
DATAOff the cuffFancy that as a fantasy? Here’s another fantasy - I think we need a bit more reality.That’s creative – we could make a little…Is that Copenhagen – that must be Copenhagen?Do you have any photographs of the bikes with tires removed, chains re-moved, just the skeleton? Ah yeah, that’s a bit of reality. So we can start out with the dream…
205
trish
Trish studies commerce at Melbourne Uni. She’s loving the vintage steel bike she bought in Collingwood last month.Cycling up St Kilda road can be dangerous at times, but Trish tries to enjoy the ride!
LEE
Most mornings, Lee gets up at 5am for his regular 20km Bayside ride, testing out his brand new $2000 sportsbike. St Kilda road is his ‘normal life’ commute. Cyclists are slow, so Lee often rides in the car lane.
207
mArk
A ‘creative type’, Mark works part-time in the city, starting his days a little later than most Often late, Mark rides a little recklessly to make up for lost time. How else are you going to claim space on the road unless you cycle a little bit aggressively?
TERRY
Terry doesn’t see herself as a proper ‘cyclist’: those wear lycra and ride fast! Safety conscious, Terry makes sure to always wear hi-vis on her ride up St Kilda Road.
209
ENJOYABLE
RIDE
LEE
RUSHED
RIDE
LEE
DANGEROUS
RIDE
LEE
LEISURELY
RIDE
LEE
ST KILDA ROAD
COPENHAGEN LONDON
CYCLIST ON BENCH
BIKE PARKING
DUTCH CYCLIST
STOLEN BIKE
CYCLIST TAKING BREAK
CRAZY BIKE
211
LONDON SAO PAULO RECKLESS CYCLIST
MAMIL RIDE LYCRA BAYSIDE RIDE
CYCLIST RUNNING RED
CYCLIST BREAKING LAW
CYCLIST TAKING BREAK
CRAZY BIKE
Mark x Rushed ride [Cyclist] [Other / Other / Driver]
So in our photos we have Mark represented by Cyclists in a race. He’s probably going to make some questionable decisions that will probably cause his demise.
[Group used a moment card of sculptural bike parking photo to represent a crash].
213
Lee x Dangerous ride [Driver / Other ] [Driver]
He’s very experienced and likes to take risk. Lee likes to overtake cyclists, so he rides in the car lane, thus a dangerous ride.
This picture shows Lee veering out of the bike lane, taking a few risks because there’s some obstacles in his path.
215
Again here he’s riding in the car lane, as the bike lane’s occupied by a large vehicle. This again is to show the speed he’s going for his dangerous ride. And then he crashes.
[Group uses a moment card of a disassembled bike to conveying crash].
Mark x enjoyable ride [Other / Other / Cyclist] [Cyclist / Other]
Mark’s creative, but he’s a bit aggressive. He takes risks because he’s in a hurry. You can see him here with the cyclists, he goes against that line, not riding too well. And here he crosses the white line to pass people.
But he also likes to have a good time, because it’s an enjoyable ride. So there he is, with his girlfriend, she’s got her legs off the pedal and her arm around him- they’re having a ball – enjoyment.
217
Q. Is that St Kilda Rad?
A. Oh I see, it’s on the edge of St Kilda Road. No it’s on the Tan, and they finished their ride without dying.
Mark x Rushed ride [Cyclist / Other] [Driver / Other]
We’ve got Mark and he’s really annoyed because someone’s made him wear this really stupid outfit and he’s rushing to Uniqlo to get a totally new outfit.
It’s winter, because of the trees. He’s going faster than that motorbike, and soon he’s in Fed Square – how come there are no taxis in that lane? And he doesn’t even blink twice when he’s got this huge bus veering into him.
219
But the happy thing is suddenly he’s in Copenhagen, and he’s at this cool coffee space where he can do his work and ride his bike at the same time.
Q. Where about is this ride?
Part of it’s in Copenhagen and the rest of its in St Kilda Road
Q. Why isn’t that St Kilda Road?
We’ve never seen [bike parking] like that on St Kilda Road - that’s not only bike parking, it’s interactive…
Trish x Leisurely Ride [Cyclist / Other]
Trish is out there on her vintage bike, about to have a sunny, leisurely ride. In her mind she’s got a picture of the kids and its all joyful and easy, and relaxed. And she gets on St Kilda Road and she’s got those nice trees and she’s going up between the grass and its very relaxing.
Then this bus comes along and pulls out in front of her - it’s a bit of a problem because the bus is 40 feet long – so she swerves and pulls back. As she pulls back she almost goes into the back of this front-end loader truck. She goes around the bollard and incidentally she notices that the guys who have these large trucks always put their bollards right in the middle of the cycling path so they can occupy both their parking area and the
221
cycling path. They do this recurrently. Probably because they actually don’t like cyclists so they’re just getting the message across – they’re bigger, you’re smaller.
So she keeps going along and there’s another car – it’s a stretch limousine with about six doors and she doesn’t know which of the stretch limo doors will actually door her. Fortunately none of them do open so she gets past that, narrowly avoids a taxi coming round the corner and decides shit I’ve got to have a cup of coffee.
When she comes back her bike is stripped.
Q. Is this is on St Kilda Road?
A: This is on St Kilda road, absolutely.
DISCUSSIONThe Journey Game tested the effectiveness of using a low fidelity simulation to describe cycling environments. The card-based game ‘chunked’ scene-
making elements of urban cycling into cardboard props. The aim was to
aid participants in interrogating urban cycling, challenge assumptions, and
prompt individuals to expand their imagination.
Moment cards translated separate and fast cycling journeys into discrete,
‘stackable’ blocks. These blocks quantized ride-geography and time for participants. Event and Character cards created the rules for a participant’s
proposed ride, which then had to be completed at ‘run-time’ by a string of
Moment cards.
The simulation required minimal technical skills (low fidelity), and was readily extendable by simply printing new scenarios, characters and moments
(highly flexible).
Moment cards created easier-to-grasp cycling ‘blocks’ for participants,
interoperable across videos from different cycling scenes. This was an
effective method at introducing participants to novel cycling scenarios and
infrastructures. Participants did not passively see precedents but actively
had to use them: first selecting, and then creating a narrative of each ‘moment’ for their character and scenario.
Narratives often focused on the dangers of cycling. Many journeys ended
with images of dismantled bikes, and one even ending with a sculptural
bike rack, to signify crash moments. This is an example of ‘modding’ the
simulation by participants, as none of these cards depicted crashes.
No trends in journeys produced by drivers and cyclists could be identified, unlike the groupings of responses by stakeholder type seen in Activity 2A.
Participants successfully met Character and Event conditions, all creating
complex narratives reflecting scene, event and character.
This ‘levelling out’ of participant responses may have been the result of
the group-based nature of the activity. Yet similar journeys were seen both
in predominately driver groups and predominately cyclist groups. Another
possibility was that element-chunking helped participants analyse the ride in
front of them, rather than individuals being overwhelmed by complexity and
falling back on preconceived ideas of cycling.
Another trend in participant journeys was a disregard for geography.
Element-based chunking created a simulation prioritising discrete events
rather than a continuous flow. One group transported their rider from St Kilda Road to Copenhagen (refer p.213). Another improvised a change in location of
the final part of their ride to a nearby botanical garden at the prompt Is this on St Kilda Road? (refer p.211).
223
Participants seemed to use moment cards for scene setting [ie. there is a
bus] rather than a deeper level of analysis [ie. the kerb forces the cyclist into
the bus]. Participant responses grew more considered after the prompt Is this
on St Kilda Road? Future Journey Games should employ more prompts such as these, encouraging participants to analyse (and then have a chance to
update) artefacts they present.
The Journey Game demonstrates the flexibility of low-fidelity. Precedents were drawn from over the world with minimal effort. Rules could be updated
mid-game to achieve better outcomes, such as prompting participants for
further analysis in their journey with the question Is this on St Kilda Road?
Low levels of immersion and authority, however, meant participants engaged in less detailed analysis. There was little incentive for players to pay close
attention to the process. The next activity used Pocket Pedal as a high fidelity artefact in an attempt to provoke a deeper level of analysis in participants.
workshop demonstrated the knowledge a designer can gain around an issue
from running codesign games.
Activity 3: Participatory Navigation(Pocket Pedal integrated with low fidelity artefacts)
HIGH FIDELITY ARTIFACTS: Pocket Pedal Simulation LOW FIDELITY ARTIFACTS: Brain cards GAME ELEMENTS USED: Rules, Conflicts, Immersion, Real-time Outcomes
Participatory Navigation introduced workshop participants to the Pocket Pedal game. An individual controlled Pocket Pedal on a large screen as directed by the workshop audience. Like Forum Theatre, audience members were not passive but active participants. Through this method of indirect play, non-gaming participants could interact with the simulation without feeling intimidated.
Participatory Navigation nested Pocket Pedal in a wider game. The immersive but rigid electronic simulation was embedded in a low-fidelity cardboard game, allowing both immersion and improvisation.
225
227
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RESEARCH QUESTIONS
Can a combination of high fidelity and low fidelity games extend codesign situations?
Can performance chunking be used for collaborative codesign cycling situations?
Does performance chunking more accurately reflect urban cycling experiences than element chunking?
AIM• To test the Pocket Pedal game in a structured play framework
• To trial procedural chunking as a way of interrogating existing conditions
• Simulate the sensory overload associated with cycling
METHODOn projector, Pocket Pedal is introduced and played on a large screen by an individual (the ‘cyclist’) in front of the group (the ‘brain’).
Brain audience members each receive a Brain card describing a task they
must do. Each tasks partially controls the cyclist.
At run-time, the ‘cyclist’ must play Pocket Pedal at the instructions of their
audience ‘brain’.
DATA‘Oh you’re a lycra person – alright, speed up!’‘A 145 points to beat!’‘This is a very dangerous stretch – I think that’s the conclusion’‘I got you in a door! Oh no, I didn’t see that!’‘That’s obviously the ex husband’
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NAVIGATION BRAIN PARKED CRR BRAIN
Your task is to direct me. Yell out ‘LEFT’ , ‘RIGHT’, ‘STOP’, ‘GO’ when needed
You’ll be looking out for double parked cars. Yell out PARKED CAR when I need to avoid one. Note down how many double parked cars you see when I’m playing:
SPEED BRAIN DOORING BRAIN
Your task is to let me know how fast I should be going. Yell out FASTER or SLOWER when needed
Your task is to watch out for dooring. Yell out CAR DOOR when you see one. Jot down how many doors you see below:
DISCUSSIONParticipatory Navigation exposed participants to the high fidelity game Pocket Pedal for the first time. Participants come from a range of backgrounds, some with little experience in video games. This part of the
workshop acquainted participants to Pocket Pedal, slowly giving individuals greater control over the game.
The activity combined two games. The first was Pocket Pedal itself, an immersive simulation of cycling St Kilda Road. This was then nested in the
lower fidelity but more flexible Participatory Navigation game.
Through this combination of a high fidelity artefacts (Pocket Pedal) embedded in low fidelity artefacts (Brain cards detailing a specific cycling ‘process’), a new mode of cycling analysis was introduced to participants.
Simulation through performance chunkingThe previous Moment Card activities created a cycling framework through
element-based chunking. This is a serial process of dividing a ride into
sequential cycling ‘blocks’ that can be stacked on top of each other for analysis: setting, character, moment.
The Pocket Pedal simulation quantizes cycling though a process of performance chunking. Performance chunking makes cycling blocks
out of processes and rules: the performances a cyclist must undertake
simultaneously on a ride. Rather than framing a ride as a series of sequential cycling events, processes of cycling are highlighted: hazards, speed,
frustration, road rules.
The benefits of chunking remain; namely breaking down complexity into manageable pieces to be analysed. The difference is that performance
chunking is done in parallel. Cycling blocks are not placed ‘on top’ of each
other, rather blocks are placed side by side and occur simultaneously.
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RISK BRAIN NEAR MISS BRAIN
Your task is to keep me alive. Yell out ‘BACK TO THE BIKEPATH!’ when you think my health circle is too low.
Your task is to note any near misses I encounter. Write these down.
ANGRY CYCLIST
BRAIN
ANGRY DRIVER
BRAIN
Your task it to yell out when a vehicle does anything that’d annoy a cyclist. Note these down:
Your task it to yell out when I do anything that would anger a motorist. Write these down:
RISK BRAIN NEAR MISS BRAIN
Your task is to keep me alive. Yell out ‘BACK TO THE BIKEPATH!’ when you think my health circle is too low.
Your task is to note any near misses I encounter. Write these down.
ANGRY CYCLIST
BRAIN
ANGRY DRIVER
BRAIN
Your task it to yell out when a vehicle does anything that’d annoy a cyclist. Note these down:
Your task it to yell out when I do anything that would anger a motorist. Write these down:
NestingThrough Brain cards, specific performance chunks of cycling could be highlighted to participants, emphasising elements of the cognitive load of
riding.
This is the second ‘game’ in the activity: the focused analysis and group
negotiation that must be done when riding is divided into a series of tasks
distributed amongst the group ‘Brain’.
Navigation and Speed Brain cards ‘control’ the player. Individuals in charge of
these cards direct the player’s movement and speed. Double Parked Car and
Dooring Brains are hazard identifier tasks, alerting the group to danger on the road. Other participants have behaviour modifier tasks, influencing not the player but other ‘Brains’ themselves. Risky Behaviour Brain sets the risk level
of a ride; Navigation and Speed brains modulating their direction to match this decided level of risk.
Feedback indicated that breaking down tasks formed a useful conceptual framework for analysis for some:
I felt more confident analysing the game when we had one task assigned to us (ie Navigation). Watching the video was very fast and hard to take in all the factors at play.I found the video, with just the forward looking lens - harder to analyse [than playing Pocket Pedal]. The speed at which the cyclist was going didn’t help
Flexibility through social interactionNesting Pocket Pedal into the flexibility of group play made the simulation more personal. The decision of one participant had consequences on rest of the Brain. If the Speed brain decided to go faster, the task of the Dooring
brain became more difficult
An unanticipated behaviour arising through this interaction was the collective
moderation of participants. The group Brain had a vested interest in ‘winning’
(getting the cyclist to the city) and would collectively override less successful
instructions, ‘bleeding’ commands across discrete tasks:
[Speed Brain] ‘Go faster!’ [Group] ‘No!!’
Like in Forum Theatre, dialogues is an inherently flexible activity, as people respond to each other contingently. A game that incorporates improvisation,
negotiation and mediation into the very rules of its simulatio is much more
successful at generating outcomes unknown to the designer.
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NO NO NO NO NO NO
FASTER! COME ON!
YOUR REFLEXES ARE TER-RIBLE!
OH NO! AWWW!
WHAT’S THAT BLOODY CAR DOING THERE?
STOP!!! STOP!!!!!!
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DOOR!
RIGHT!
GO GO GO YEAH!!!
FIFTY FIVE? WHAT IS THAT?
MY RIDING STYLE WAS GREAT!
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FASTER FASTER FASTER!
FIFTY FIVE? HOW DID YOU ONLY GET THAT SCORE?
ConsequencesParticipant analysis was not done in a vacuum but rather had immediate
consequences: wrong instructions leading to the player crashing. An emerging theme was the visceral response participants felt around riding due
to the immediate feedback from the game:
When actually riding you have a protective bubble of hope - that you hope that the cars and trucks will avoid you. The game removes this comforting assumption and brings home the face that the riders are so vulnerable on St Kilda RoadBy playing the game I experienced viciously the feeling of cycling on St Kilda Road.
Unlike in previous event-based chunking activities, participants here were
very aware of the continual flow of cycling:It made me realise just how many snap decisions cyclist have to make and the sheer volume of hazards they face on the road. It is not something you consider as a driverI think I was mostly aware of the particular features of St Kilda Road - for cyclists and drivers. What I hadn’t noticed as much was the regularity and intensity of which these hazards can occur - and all at the same time.
Immediate consequences to player interaction give participants a vested interest in paying close attention to the cycling scenario. However, too great
consequences negatively effect participant contribution, as players may fear they will cause the group to fail.
The playfulness of Pocket Pedal ensured a close reading of the situation
(through consequences) yet still encouraged participants to explore. Interaction was always framed as play; trying new things and failing just part of enjoying the game.In Participatory Navigation, interaction with the
simulation was indirect, with cycling tasks distributed through the group. The
next phase of the workshop had participants playing the game individually to
assess the effectiveness of Pocket Pedal as discrete artefact.
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ANGRY DRIVER BRAIN1. Why is this cyclist allowed on the
road in the first place!2. Out of the bike lane!3. Too slow, get moving
4. Get over
5. Out of bike lane6. Between the lanes of cars!
NEAR MISS BRAINInto car when going around parked
Dito
Too far across and into third lane and
car door
Dito
Car went close
Close to car when car parked over
lane
Crash into truck when gone back into
lane
Through a truck
ANGRY CYLIST BRAINOut of bike laneCar side swipe
No bike lane
Door
Car parked in lane
Construction
Door
No lane
Bus in lane
Bloody car in lane
Can’t these cars see me?
Left turning car hit meDored = dead
Another door
I will haunt this bus!
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Activity 4: Individual Play(Pocket Pedal as discrete artefact)
HIGH FIDELITY ARTIFACTS: Pocket Pedal LOW FIDELITY ARTIFACTS: Assessment Cards GAME ELEMENTS USED: Rules, Conflicts, Immersion, Real-time Outcomes, Competition
AIMIndividual Play tested the use of Pocket Pedal as a discrete artefact in
codesign. The artefact was assessed to see if a defined simulation could create a personal and collaborative environment in its own right, rather than
needing to rely on supporting low-fi processes.
RESEARCH QUESTION
Can codesign be extended through discrete higher-fidelity digital games?
Can participants negotiate an assemblage of performance chunking by themselves?
METHODParticipants form small groups, each with a smartphone. Group members
take turns playing Pocket Pedal. Remaining group members assessed a
participant’s ride, and offer comments and support.
DATAOff the cuff responsesOh my god, you had such an easy run through the NGV!I hit a truck, I was going too fast I think,There are a lot of dangers for cyclists out there in Melbourne today – such as cars parked on the bike lane, which stop you regenerating your health! Unpredictability and people not following the rules.You’ve had hardly any near misses - You’re as good as this as sodoku!My score is awesome! It’s ridiculous. 228!
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DISCUSSIONA lab for testing ideasThe gradual introduction to Pocket Pedal through Participatory Navigation
prepped participants for their personal virtual ride. When playing individually,
players had to manage tasks simultaneously: travelling through urban
road space, identifying infrastructure, hazard detection, avoidance, risk
assessment, monitoring vehicles. Pocket Pedal required participants to negotiate an assemblage of procedural cycling blocks.
Participants appreciated the flexibility of individual play, allowing riders to explore and test out ideas in a safe environment:
[the game is an opportunity] to test whether we can safely and efficiently share the road as now, or whether it is necessary to have fully separated bike lanes.The video was more horrifying because it was a real person. The game allows for multiple experiences.
MechanicsGame mechanics provided the framework to ensure participants were not
overwhelmed. A score, increasing every ten metres, rewarded participants for
sound urban cycling through the implantation of ‘bike health’. The amount
of cycling points accrued per ‘tick’ was determined by a rider’s bike health
state. Higher health gave more points.
There are a lot of dangers for cyclists out there in Melbourne today – such as cars parked on the bike lane, which stop you regenerating your health!
Bike health decreased when a player stepped outside a bike lane, or was
involved in a crash. Bike health would regenerate when a rider was correctly
inside a bike lane, and immediately go back to full if a player passed over a
bike box (the recommended area, painted green, where a cyclist should enter
an intersection).
Visual and audio warnings were used to guide players back to safety. Leaving the bike lane triggered a large animated warning to fill the bottom part of a participant’s screen. Background music pitch was tied to a player’s health:
the lower a player’s health, the more sombre the music.
Many players found the challenge of achieving a high score enjoyable:
Really surprised at how addictive and fun it is. It’s actually like a game. You stray off the path, you’re in trouble - you’re like ‘oh my god, I need to get back on the path!’
The scoring system forced a player to confront and interact with the cycling
infrastructure of the route. St Kilda road’s key infrastructural issues, bike
lane proximity to parked cars and opening car doors, and the dangerous
location of bike boxes, had to be negotiated.
Sudden disappearances of the bike lane [on St Kilda Road] became more noticeable due to scoring system
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A player ‘lost’ when they collided with a vehicle on low health. The force of the
crash was calculated, with the collision normal vector (frontal smash, from
behind, sideswipe) and likely injury sustained (broken toe, broken arm, broken
neck, etc) presented to the player alongside their score.
A player ‘won’ when they successfully navigated to the city. Their score was
presented, alongside an assessment of their riding depending on how many
bike boxes they passed.
Stakeholder discussionThe assessment of ‘winning’ and ‘loosing’ created an atmosphere of healthy
competition in participants: each ride gave players a metric to compare:
My score is awesome! It’s ridiculous. 228!As a ‘driver’ playing a cyclist role it was fun. I do not play computer games so most of my time was a desperate attempt to get my bike back into the bike lane. The fun was comparing my results with things - especially with my wife.
Wanting to do well meant participants had to analyse the virtual environment
closely. Many driver participants felt the game was an effective way for them
to consider urban road space from a new perspective:
As I am not a cyclist, I was not aware of the numerous traffic hazards in the area and the lack of space they have available to ride safely.It puts drivers and people who use public transport in a cyclist’s shoes and I think makes every player think “wow, I had no idea it was like this for cyclists”Playing the game made it kind of glaringly obvious that cyclists have so many other factors / considerations they need to be aware of.
Playing the game created a framework for participants to start filling in knowledge gaps between stakeholder types:
I was surprised by elements that road drivers find difficult - like the ambi-guity of where [cyclists] are meant to go at the intersection with the NGV.The game was a great leveler, with drivers and cyclists meeting in more neutral ground
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AbstractionA key design decision was the stylised portrayal of the virtual world. The St
Kilda Road of Pocket Pedal is colourful and pixelated, an attempt at diffusing
some of the tension in the urban cycling debate through the creation of a
playful cycling simulation.
Unlike raw cycling footage, elements of cycling were emphasised or
deemphasised in the cycling simulation. An exaggerated intensity was
created to transform a 30 minute real ride into a three minute pocket experience. Doorings and double-parked cars were made to occur at a high
frequency, the cyclist character larger than life:
The game is a lot faster and the character is quite large compared to the environment, so the road seems smaller and the cars closer. It kind of
amplifies/exaggerates the real experience.The game is not an exact simulation of cycling, so maybe it didn’t seem as threatening or seeming like it had a strong pro-cycling agenda, so drivers were not put offI think as a game, [cyclists and drivers] would definitely have fun as it makes light of the scenario.
Some participants, however, found the stylised nature of the game
distracting:
It was a little too abstract to notice anything concrete.The game for me was too abstract, I had trouble identifying where I was and things happened at too great a speed….[You should work on] identi-fying the possible dangers at the beginning and maybe having them with distinct featuresChallenges
Some of the non-gaming participants found Pocket Pedal had a significant learning curve:
I found that the car was in the way, unexpectedly, and it suddenly shot and flipped over and there was this message - you and a sad family - I thought I was going quite ok.I was going really fast, I was speeding along, but then I had an accident and unfortunately I have a ‘sad family’ at home. If I’d done it before it would have been easier. Doing it for the first time, going out and in and fast was a bit hard. While [younger participants] are used to doing it. I reckon if I got used to it I’d be good.
A ‘High Vis Mode’, turning a player bright yellow, attempted to reduce the
game’s learning curve for non gaming participants. High Vis Mode turned off
collisions between the cyclists and cars, allowing a player to pass through
hazards. This feature was less successfully than hoped, as participants most
in need were the individuals with the least ability to activate the mode.
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Results
Made it to the City? Score Comment
Yes 49 Riding style: OK!
NO 0 Injury: Sad family!
YES 152 Riding style: Great!
YES 228 Riding style: Great!
NO 89 Injury: Frontal Smash!
NO 0 Injury: Sad family!
YES 53 Riding style: Poor!
YES 230 Riding Style: Great!
Scores from recorded rides in the workshop indicated over half of
participants successfully ‘won’ Pocket Pedal. Only two recorded rides failed. Even amongst non-gaming participants, the majority successfully navigated
the assemblage of performance chunks of cycling.
Pocket Pedal as a discrete artefactAn artefact must be very robust in order to support participants playing
on their own. Unlike in Participatory Navigation, unstructured play had no
supporting low-fi processes to make up for gaps in the simulation. Game mechanics alone guided a player, and controls had to be developed that were
easy enough for non-gamers to use.
Pocket Pedal was, in most senses, robust enough for individual play.
When participants could take complete control over a character, they can
appropriate it entirely for themselves. Cycling environments participants
wanted to experience again could be retried; new strategies deployed. Individual play let participants discover new things and then test out this
new knowledge in their next run of the game. The lure of a higher score is
tempting:
A: Two-twenty-eight. Two hundred and twenty-eight. Just saying. B: [Turns around in shock:] You got a score of 228??
Though participants played individually, through the smartphone medium,
play occurred simultaneously. Game mechanics such as scoring and
injury type turned the personal attachment generated through individual
interaction into tools for collaboration.
The final part of the workshop attempted to use this collaborative, expanded design space in participants to generate new ideas.
WHERE HAS THE BIKE LANE GONE?
OH SHIT... THAT WAS A BAD ONE
OH, DID YOU JUST BANG INTO OH THE SIDE?
NO.... YOU DIDN’T SEE THAT!
YOU’RE DEAD... UP IN HEAVEN!
YOU GOT RUN OVER.. THAT’S REALLY BAD
OH NO
WHAT DID YOU DO THERE?
I’M GETTING THE BONUS POINT [BOXES]. THEY’RE RIGHT IN THE BIKELANE
YOU’RE JUST CRUISING NOW!
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THIS IS THE BEST I’VE EVER BEEN!
OH MY GOD MY SCORE IS AWESOME THIS TIME
[YOU GOT A SCORE OF] 228???
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228. 228. JUST SAYING
DO YOU [WANT TO] KNOW HOW MANY INJURIES YOU
HAD?
Activity 5: Prompt Game(low fidelity artefacts)
HIGH FIDELITY ARTIFACTS: Null LOW FIDELITY ARTIFACTS: Site map, Prompt Cards GAME ELEMENTS USED: Rules
The Prompt Game let participants step back from previous workshop activities. By taking Prompt cards, participants were encouraged to critique both urban cycling conditions and design assumptions made in Pocket Pedal.
RESEARCH QUESTION
How have these design methods impacted participant conceptions of existing conditions of St Kilda road?
Can such codesign activities create a productive environment for idea generation?
AIMSPrevious workshop activities aimed to expand the design space of
participants by interrogating existing cycling conditions and exposing
participants to new ideas.
The Prompt Game attempted to use this expanded design space to generate
novel solutions and ideas around urban cycling and St Kilda Road.
METHODParticipants were asked to annotate a high quality aerial map of the route. Annotation was done by filling in a series of cards with headings like:
I wish this was…
It’s dangerous here…
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I saw this overseas once…
Here’s a silly idea…
I like…
The cards aimed to prompt individuals, creating a supportive framework for
idea generation.
DATAResponses: Fantastic combination bike parking and pause station to check one’s com-puter at workSeparate designated bike lane where it was obvious there would be con-gestion / obstacles [Image of busses outside NGV] ] A seperated lane to safely switch lanes and cars have to wait for you to safely go [Image of Kings way lane change[Image of General SKR run] Bike lane in left lane. Why note have a bike lane down the centre of St Kild a Road, seperated from traffic (Participant underline)[Image of Kings way lane change] Bike traffic lights, refined bike trackbike lanes
Survey:No. I’ve already spent signifcant time looking at different design options. However, it was good to consolidate.Yes we talked together about the separated route in Coburg that we would like seem applied. The Copenhagen ideas also helped.It did not give me direct ideas but definetely made me think about how much there was to gain from a workshop directly dedicated to coming up with new ways to achieve “harmony: on the road with all the different types of commutersSee (4.) I also enjoyd seeing the innovative parking ideas shown in [Activ-ity 2B]. I liked the Norman Foster ideas of elevating the bike lanes. In his case, above the London Underground. I really think the only safe bikelane is a seperated bike lane.The obvius idea is for Copenhagen style bike lanes. I know that there are various issues and design difficulties with this. Perhaps the next game could be to design the bike lanes! I loved the picture of bike riders in Ja-pan(?) Pulled intoa dock type structure with bikes - laptops - the impor-tance of[clarify] and functionally bike racks.yes: connecting the bike lane the whole route; separating cycling from parking AND driving (ie. not placing cycling in between parking/driving lanes) so cars don’t block the route (grade separation?); The workshop did give me a few ideas about designing new ways for cyclists to use the road. The main idea that I had would be some kind of completely separate cycling lane that cars actually cannot use. Similar to a footpath but purely for cyclists to use, with no parked cars etc
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DISCUSSIONMixed idea generationEmergent from responses from all stakeholder types was the desire for
segregated bike infrastructure:
Separate designated bike lane where it was obvious there would be con-gestion and obstacles A separated lane to safely switch lanes and cars have to wait for you to safely go Why not have a bike lane down the centre of St Kilda Road, separated from traffic? Bike traffic lights, refined bike trackBike lanes
Idea generation, however, was less successful. Many annotations were simple
statements lacking a deeper level of analysis. A major contributing factor
was fatigue, as participants had been undertaking workshop activities for
several hours.
Some responses did draw on previous activities:
What about a possible scoring system in real life? Ie. similar to green lights pacing distance between lights?I wish this was… a fantastic combination bike parking and pause station to check one’s computer while riding
These responses were the most fine-grained, considering the process of cycling rather than simple statements.
The need for immediate response in simulationOne factor limiting idea generation was intimidation: participants felt their ideas were less valid than professional planners:
Participant A: ‘is this is just for you….?’Participant B: ‘not for like, urban planners?’ [laughs]
The lack of a feedback system for the proposals and the open ended nature
of the activity contributed to the creation of a less productive environment
for ideas. Previous activities had defined, limited frameworks with immediate consequences for participant input. Such constraints are conducive to idea generation as participants focus on the artificial rules / boundaries of the activity rather than the consequences of their ideas in the real world.
Activity 4 was less effective at facilitating participants to recompile
their cycling analysis into specific infrastructural solutions. The activity demonstrated the importance of using consequences and immediate response for future workshop activities.
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Appreciation of human infrastructureRather than focus on the specifics of suggesting new built infrastructure, many responses indicated a new appreciation for the behavioural issues
around urban cycling:
It did not give me direct ideas but definitely made me think about how much there was to gain from … coming up with new ways to achieve har-mony on the road with all the different types of commuters
This human infrastructure (pedestrian, traffic, and cyclists identities and behaviour) is by nature ephemeral and hardest to define (refer Section 1) This, in turn, makes it difficult to be ‘designed’ by planners and architects.
In future activities, creating a more game-like activity for infrastructural
proposals should be explored. Important missing elements are using defined rules and game props (forcing participants to focus on the specifics), and implementing an immediate feedback system (creating a safe space for
participants to test out ideas).
In any case, though participants may not have the expertise to design
physical infrastructure, they can make effective contributions to a road’s
human infrastructure, key to any successful cycling environment.
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Workshop DiscussionThe Pocket Pedal workshop demonstrated the knowledge a designer can gain
around an issue from running codesign games.
Game artefacts are ‘things’ architects can make that prompt users to ‘do’.
Making actions physical is easy to conceptualise for a profession that is
focused around designing (albeit very large) objects. Through the considered
design of simulation, spaces for self-discovery in users can be created.
By embedding these artefacts in further activities, this self-discovery is
transformed into activist design.
Design frameEach codesign game employed different methods to break down cycling into
various conceptual ‘blocks’ for participants to test. Participant responses
indicated that this shared design frame allowed stakeholders to reinterpret a
familiar environment:
I didn’t realise how important it was as a cycling road and that it is also a danger to the cyclists using the road. To me as a driver, it was just another road really, not that different from any otherSome road users are focused on their destination so much that other fac-tors aren’t considered. Workshops provide a fuller picture of what is going on and [makes participants] consider all road users involved.
The shared design frame allowed knowledge gaps between participants to
be highlighted. An emergent theme through workshop activities was the
legitimisation of bike riders. Namely, the idea that infrastructure often causes
cyclists to behave in an ‘erratic’ manner as seen by motorists:
Especially for the motorists who have not ridden a bike since they were kids and see riders as bloody nuisances rather than legitimate road users. It changes their consciousness.It made me realize there is a reason that cyclists sometimes have to ride in what may seem an “erratic” manner.
Workshop activities gave a chance for participants to explore all experiences
surrounding urban cycling, creating a space where previous conceptions
could be left behind.
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Combining game artefactsThe use of rules in design games is important in establishing a defined space participants can engage in. Element based chunking made participants
think of cycling in terms sequential blocks of rider, setting and moment. Performance chunking broke cycling down to the various tasks that need to
be performed when riding (navigation, hazard identification, speed, etc). Such methods forced participants to move away from the general to look at the
specifics of an issue.
Each set of rules framed participant interrogation: element chunking exposed
participants to a wider set of cycling conditions, performance chunking led to
more considered analysis of a single ride.
Each simulation also had trade-offs. Element chunking drew focus away from
the ‘flow’ of cycling. Performance chunking required a much higher fidelity simulation. The difference in participant ‘output’ per simulation emphasises
the important of complementing games with each other for optimal results.
Game artefacts are powerful when they are nested. A low fidelity game can expose participants to the diversity of an issue (Journey Game) while a
subsequent simulation can let players experience a more limited but much detailed segment of it (Pocket Pedal). A card game ‘controlling’ a videogame
makes a limited high fidelity simulation flexible and contingent (Participatory Navigation).
Creating a safer space through feedback mecha-nismsFeedback for participant input is vital for testing ideas. In the Pocket Pedal cycling simulation, participant direction of the player had immediate
consequences: poor judgement would cause the player to crash or lose points. In the Backwards Interview Game, points motivated participants, even
when they had no effect on activities.
Without immediate response, participants cannot test out ideas in an activity
and are more likely to break out of the magic circle. The Prompt Game had
the least amount of feedback built in: participants were unsure if their ideas
for the St Kilda Road route were ‘good enough’. There was no system for
individuals to test out ideas, no ability for participants to respond and update
their proposals according to new information learned.
These artificial systems of cause and effect in games create a protective space for participants. Players can concentrate on the rules and
consequences of the game, rather than focusing on (and become intimidated by) the issue in reality. Upon reflection, ‘Responsiveness’ should be added to the parameters of simulation alongside fidelity, flexibility, authority and immersion.
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Using novelty, engagement and play Novelty and engagement should not be underestimated in participatory
design activities. Games create informal atmospheres, best for idea
creation (Brandt 2006b). Good game mechanics challenge people, focusing participants by investing them in an activity’s success. High scores and
points metricise participation, giving individuals a framework in which to
compare results and a vector for engaging with each other.
The whole workshop was engaging partly because of the use of mixed stimuli - photos, videos and of course the iPhone game….I think this type of lively workshop has great potential for schools, even learners drivers and other groups.Approaching the issue in an unorthodox way enabled the opportunity for novel ideas.
There is an emergent quality in play. Participants do not only interrogating a situation with a game, but also explore through engaging with each other.
Emergent vectors are comparison (what score did you get?), observation
(watching another participant play) and interaction (egging each other on,
giving a player advice). Playing a design game creates metadesign synergies,
where agents combine to create new outcomes exceeding the sum of their
parts (Wood 2008).
Workshop OutcomesThough the workshop did not generate ‘solutions’ to cycling, this is less
important. In an ecology as complex as cycling, design needs to play a role
managing such spaces rather than simply designing things and leaving. From this perspective, the workshop was successful. Follow up interviews (a week later) revealed playing Pocket Pedal had a measurable influence on how some saw St Kilda Road:
[Cyclist]: When riding the same route I was very conscious of how this part looked in the game and the elements that were influencing why this section of the road was particularly bad[Driver]: When I drive up, my focus is getting to the destination quickly without re-ally taking in my surroundings. Playing the game has influenced the way I think in St KIlda Road now. I’m almost hyperaware of anything around me.[Cyclist][Playing the game] gave the route an identity and differentiated it from all cycling problems. The activities made the issues present, and seem more approachable and tangible to change rather than just the general com-ment that cycling infrastructure is bad as a whole and therefore too large a problem to fix.
Play, it seems, caused a lasting impact in these participants.
Future workMany lessons were learnt for future workshops. Participatory Navigation
(using a card game to ‘play’ the smartphone game PocketPedal) was a great
success and should be further developed. Stakeholder generated rules (for
example, ‘write your own brain card’) would be an interesting method for
making high fidelity electronic games ‘moddable’ by participants.
There was a focus on need-generation and reducing stakeholder ignorance
in the workshop. Future workshops should more deeply explore idea creation through games. Additionally, workshops should be run with a more diverse/
conflicting set of stakeholders, as all participants in this instance were friendly and accommodating for the duration of the workshop.
Immersive participatory gaming on smartphones is a new frontier. Only recently have mobile devices become powerful enough to run fully 3D
worlds made of unoptimised code generated by a novice coder (such as an
architecture student).
The implications of ubiquitous smartphone power are huge. Smartphones allow virtual simulation to break out of computers and into the pockets of
everyone, always connected. Can the productive metagame produced by
the workshop setting be replicated without needing the workshop itself? If
the workshop process could be replicated online, and Pocket Pedal released
to the public, participation would increase exponentially. What could the
cumulative effect of tens of thousand of people in Melbourne participating in
an electronic codesign process be?
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BibliographyAlbinsson, L., Forsgren, O. & Lind, M., 2008. Towards a Co-Design Approach for
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urbangaming
tooL kit
Redesigning the design process for more
creative output (from both participants
and designers)
The Urban Gaming Toolkit amplifies collaborative design through the creation of games. This toolkit is intended for designers wanting to make a codesign process focused on finding novel opportunities with stakeholders in difficult situations. Engaging through play can generate the unexpected outcomes needed for stalemate conditions.
279
You have a problem that you cannot just ‘fix’. Where does design come in?
Embracing codesign means recognising that
architectural and urban issues cannot be solved by
individual designers operating in isolation. Cities
are complex, involving an overwhelming number
of conflicts and unknowns. Rather than ‘fixing’ a problem, designers can help create the productive
spaces which support the social activities needed
for change.
The Urban Gaming Toolkit explores the use of
games as collaborative artefacts designers can
situate in codesign activities. The toolkit will
help you design ‘productive lab space’, letting
designers and participants move away from
existing conceptions around a problem to creating
something new.
How can design move me away from existing assumptions?
Traditional design techniques such as architectural renders are representational, meaning designers
produce a description of traits already known.
Games, on the other hand, are based on an
alternative structure known as simulation.
Simulations allow designers and stakeholders
to interact with a dynamic system. By making
productive lab spaces with games, problems can
be constructed in a way that lets both stakeholders
and designers explore and test.
Well-designed games move stakeholders away from
being passive participants in a design process to
active players.
Outcomes resulting from the creation of active players may be the production of knowledge or
ideas; a reduction of ignorance; or collaboration between previously hostile stakeholders.
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How should this toolkit be used?
How can designers design the unknown? This
toolkit will help you.
The Urban Gaming Toolkit will give you strategies
for three phases of a workshop: activating,
levelling and then need generation.
You’ll have to consider the experiences, values
and emotions stakeholders will be bringing to the
workshop. How can games be made immersive so
stakeholders can experience the new perspectives
you are showing them, yet still be flexible to
encourage players to contribute things themselves?
Though you design the artefacts creating a
simulation, the experiences participants gain; and the output these artefacts make; are unknown. How will your design process respond effectively to the
novel experiences generated from your games?
This metagame must also be designed.
You’ll need to select your sites; physical (where will
the workshop be held?) virtual (what simulations
will I create?) and hybrid (what artefacts do I need
to design?).
You’ll want to record the ‘output’ your lab produces.
This output is not made once at the end but rather
actively created throughout the workshop. You’ll
need effective data generation methods so you can
capture this output for future use.
What the Urban Gaming Toolkit won't doDon’t expect your workshop participants to come up with immediately implementable ideas through your design games – that’s not their job.
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Instead, the Urban Gaming Toolkit creates spaces where you can generate unexpected outcomes, challenging both you and stakeholders. This lets you design change in participants. It’s then up to you as a designer to use this change effectively.
Challenges and omissions The Urban Gaming Toolkit is a prototype; a limited ‘taste’ of how urban gaming can be applied to the design process. The toolkit is to be expanded; modified and critiqued.
Due to time constraints, the toolkit was developed through a limited amount of testing (primarily through one workshop event with stakeholders who mostly knew each other).
Each time a workshop is run, knowledge is gained not just around the issue to be explored but about the urban gaming codesign process itself. Lessons learnt from running this workshop will be applied to future urban gaming labs; which then generate new strategies for the toolkit. Using games for more focused idea generation, and testing the processes on more diverse stakeholders are areas to be explored in future urban gaming workshops.
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setup
min
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Players, not participantsAn activated audience is critical for success.
Research shows when people are ‘activated,’ they
are likely to be bolder, sweep aside inhibitions,
challenge the status quo and propose new ideas. Specifically, you want to create these mindsets in participants:
Surprise
Focus
Legitimacy
Reflection
Competition
Unproductive attitudes:Interactive activities are powerful. However,
specific design strategies should be implemented to avoid the following mindsets, which create less
productive spaces:
Intimidation
Conflict
Disinterest
sites
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The physical Where will I hold my workshop?
All workshops occur in spaces. Most occur in rooms. When using design games, ensure spaces do more than just accommodate group activates. Run activities in places large enough to be divided into multiple areas; allow plenty of room to bleed activities into each other. This allows multiple activities to be run in parallel. You will use more space than you think.
Physical space should facilitate your activities, not
fight them. Adequate light and low background noise is crucial for better data capture. Consider
comfort in participants: too hot a space and
participants will quickly tire and disengage. Refreshments (pizza, beer, etc) are great bribes for
concentration.
Physical space can also be employed to reengage
an audience. Use of multiple spaces, (eg moving
rooms, inside and outside) can be an effective
strategy to break up activities, giving participants
a chance to engage in micro-discussions,
reshuffle and refresh themselves.
The Virtual What games will I create?
Electronic games enable participants to explore any site in the safety and comfort of a workshop setting. Sites where familiarity with the location is unevenly distributed across participants, or sites that are dangerous, or even difficult to access, all can easily be interrogated through games.Gameplay needs to be easily broken up so it is flexible for your activities and for participants. Multiple short periods of play are more suited for use in workshops than long unstructured play/s
Many participants will be unfamiliar with games,
making it even more important that virtual spaces
are made approachable for all. They should not rely
on gaming conventions that may be obvious to you,
but unclear to a non-gamer. Menus, HUDs (heads up
displays) and complex controls should be avoided.
To ensure non-gaming participants can actively
contribute to activities, have strategies available to
assist these participants (Participatory Navigation,
Self-Reporting).
The interactivity of electronic games means as a
designer, you have less control of your artefacts
than in representational design. Trial games
consistently on a diverse set of people. You will
need a constant supply of test players who have
never played your game to ensure the experience
of playing for the first time (‘getting used to the game’) won’t be an unsurmountable barrier.
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HybridWhat artefacts do I need to design?
Virtual sites work best when they are considered situated games in physical space. Participants do not ‘play’ your simulations directly. Rather, they interact with the tangible artefacts you design. Through artefacts, you design the conditions of play.
Consider the physical experience of all games.
Paper props are easily blown away, or mixed up and
lost. Electronic props may intimidate participants.
(Simulation)
sim UL AT
ION
sim UL AT
ION
sim
ulatio
n
type
297
All games are simulations.Simulation is a process of simplifying. A scenario is broken down into a designed set of rules and starting conditions that react to player ‘input’ to producing new things (output).
By defining a scenario as a set of rules, participants approach a messy, complex problem through a clear, structured framework of a game. By playing the game, players can experimentally interact with a dynamic system to produce novel experiences.
This means though a designer creates the conditions of a simulation, she only indirectly shapes a player’s experience of it. This indirect design is a useful tool for generating unexpected outcomes.
Electronic simulationsElectronic simulations are videogames. They are
often high fidelity, and immersive, describing experiences much more explicitly than cardboard
simulation.
In the context of this toolkit, electronic simulations
are best used when there is a need to explore a
site in real-time, or when participant input needs
an immediate response. For example, electronic simulations are useful in exploring problems arising
through contrasting speeds different stakeholders
navigate through an area.
EXAMPLE Performance Chunking
Performance chunking is a simulation approach
that breaks down a site into the series of tasks, or
processes, that operate / are experienced in it.
Consider a simulation of cycling. A designer can
break down a scenario into the tasks needed to
ride: movement, navigation, hazard avoidance,
infrastructure detection. By playing the game,
players can explore the impacts of these tasks.
Performance chunking lets a designer draw
attention to the relationships between objects,
rather than just the physical objects themselves.
Nested Performance Chunking also be used as a
participatory technique itself – (see Participatory Navigation).
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Cardboard computingCardboard computing creates simulation out of
physical props. Cardboard simulations can be
effective strategies in their own right, rather than
being considered mock-ups of future electronic
simulations.
Card games and board games all run through
cardboard computing. Through ‘cardboard’ props,
run-time conditions are created (a game’s rules),
‘input’ is processed (how someone plays the game)
and ‘output’ generated (the consequences of a player’s action).
For the purpose of this toolkit, all non-electronic games are considered ‘cardboard’. In urban
gaming, mock interviews, roleplays etc often are
augmented with card-based props.
Cardboard simulation is less immersive than
electronic (cards are a much more abstract
representation than a videogame’s world) but are
very quick to create and extend.
EXAMPLE:Block Chunking
Block chunking breaks a scenario down into a series
of discrete concept ‘blocks’. These blocks can
physically be made through paper cards for players
to interact with (see Cards).
There are two parts of a block: the element of the
situation the block represents, as well as how it can
influence other blocks.
Continuing the example of cycling, blocks can
create a simulation of riding. This framework would
include a rider block (a character, for example,
Mark), a setting block (a risky ride) and a series of
moment blocks on the ride (images of experiences
of cycling).
Important in block chunking is ensuring concept
blocks are interoperable with each other. This lets
participants test out new combinations. Various
blocks can create the starting conditions of the
simulation (‘character’ and ‘ride scenario’ blocks)
which players must satisfy with other blocks (a
string of ‘moment blocks’ creating a ride meeting
these conditions).
Block chunking is an effective strategy for unifying
a series of separate concepts into a framework
where participants can combine them into
something new. For example, cycling moments from separate physical locations can be made into
personal ‘journeys’ that combine different cycling
infrastructure in interesting/novel ways.
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sim
ulatio
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taxonomy
303
The following parameters define the conditions of your simulation. Optimising your games with these in mind will create conditions that have the most chance of producing useful results.
FidelityHow many defined rules are there in the simulation?
This determines a game’s fidelity. While fidelity does not necessarily produce complexity (is
chess less complex than Counterstrike?), higher
fidelity simulations are usually required for more immersive experiences. Lower fidelity simulations abstract and simplify.
The higher the fidelity of a simulation, the more effort its design requires, as the creation of many more rules is necessary.
FlexibilityHow flexible are the ‘rules’ governing the game to participants at run-time?
More rigid games have defined rules that cannot be changed by players. Rigid simulations generate
responses mostly known by the designer, while
flexible simulations are more open to player interpretation, and so generate a diverse range of
potentially unforseen outcomes.
Flexibility allows a simulation to be modified at run-time (when a game/simulation is ‘played’). This
allows rules to be tweaked if the elements are found
too difficult by participants. Rigid simulations cannot be modified, and so cannot be ‘updated’ as easily.
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ImmersionHow much ‘computing’ does a simulation undertake for participants at run-time?
Videogames are immersive simulations, where
most of the experience of playing one is offloaded to the computer and so does not need to be
considered by the player. In codesign games, this
‘offloading’ defines immersion, not how realistic a simulation is.
Enacted scenarios are less immersive simulations; participants ‘generate’ runtime conditions
themselves. Immersive simulations can be
employed to explore complex environments, as
the game takes care of much of the complexity for
participants.
This ‘offloading to the computer’ means immersive simulations are of a higher fidelity and are usually more rigid (rules being less discretionary by
participants) unless explicitly designed as flexible (see sandbox games such as Minecraft). Immersive
yet flexible simulations require large amounts of time to create as singular games (all the flexible conditions must be described in rules designed
before the simulation is run) and are usually
outside the scope of design games.
AuthorityDoes the game’s design create an experience that empowers participants to challenge assumptions made in the simulation’s creation?
An example of an authoritative simulation is traffic modelling, frequently used as evidence. Realism in games often conveys authority to participants.
In codesign gaming, simulations should be
authoritative enough to generate believable
outcomes by participants, but still encourage
critique and debate.
ResponsivenessHow responsive is a game to participant input?
Immediate consequences to player interaction give participants a vested interest in paying close
attention to the game. Responsiveness enables
players to focus and run ideas through the rules of
the game (simple, fun, achievable), while not being
overwhelmed by the complexities and requirements of the real world.
Where consequences in a simulation are too high, players may fear failure, and participant
contribution is negatively impacted.
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(Methods)
me th OD S
me th OD S
activ
at
ing
311
Methods for activivating a workshop audienceAn activated audience is imporant for any codesign activity. Research shows when people engage with an issue they become ‘activated’: becoming bolder, sweeping aside inhibitions, and challenging the status quo.
Each game should have the higher goal of making a collaborative, engaged environment for discussion and idea generation.
GlimpsesPeople are naturally cautious. In order for participants to productively engage in design games, they need to be warmed up.
Your first activities should make participants feel comfortable in the space, readying them for more
interesting (and perhaps radical, or confrontational)
activities. One method you can use is ‘glimpses’: short, structured introductions to the virtual
environments you’ll be using later on. This exposes
participants to complexity without forcing them to
interact with it.
Warm up games can strategically introduce
your interactive experience through traditional
representational means (images from game,
sounds used). Warm up games should have minimal
barriers for participation.
EXAMPLE: IDENTIFICATION QUIZ
If codesign games represent a real world place participants know, a quiz can be made from in-game screenshots that participants must identify. This establishes a link between the virtual world, real world and the workshop, and begins to create a common workshop frame.
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Mock InterviewsUse mock interviews as a framework for stakeholders to get to know each other.
Mock interviews establish a collaborative
framework to be developed between participants
from a diverse set of backgrounds.
Divide workshop members into small groups
and direct participants to ask specific questions about their partner. This gives participants a basis
for beginning a conversation with their fellow
workshop members.
Vested Interests as collective framingcreates conditions for collaboration.
Scoring is an easy way to create vested interest.
The workshop group can be scored as a collective,
or as individuals. This shifts participant focus away
from themselves, and towards the introductory
activity, through good-natured collaboration and
competition.
level
lin
g
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Methods for leveling stakeholders through simulationIntegrating stakeholders with varying backgrounds, values and competencies participatory processes can be difficult.
Games can help.
Breaking down complexitySimulation is an effective way to reduce ignorance in stakeholders.
Games create a simplified version of reality readily approachable by participants. The interactive
nature of simulation means participants can
explore the interlinked elements of an issue
through a structured framework.
Simulations are ‘labs’ where participants can both
understand parameters and see consequences at run time. Design issues that need a systems or
ecology based approach (assemblages of many
interlinked elements) are well suited for simulation.
Feedback mechanismsFeedback mechanisms make Magic circles
Artificial systems of cause and effect in games create a protective space for participants. Players can concentrate on the rules and consequences of the game, rather than focusing on (and becoming intimidated by) the issue in reality.
This is known as the ‘magic circle’, a protective
space where players are spared the physical
consequences of their actions. By making magic circles, designers create safe spaces where
participants can test out ideas without worrying
about failure.
This testing allows participants to engage in self-
discovery, finding out new things themselves rather than passively being told. This personal learning
is effective at challenging preconceived ideas in
participants.
317
Collective framingPlay creates collective framing.
Through the creation of magic circles, play makes an issue non-serious and seem surmountable.
Using play in codesign activities creates a shared
frame of reference in participants. Stakeholders
become players, only needing to learn the rules
of the game to make active contribution (magic
circles). Play creates a common language
participants can use, letting stakeholders with
different backgrounds, values and experiences
work productively together.
Competition = TriangulationCompetition = TriangulationGames allow opposing stakeholders to engage with each other in a non-confrontational manner.
Playful competition in workshop activities
lets stakeholders interact with each other in a
structured, safe framework. Participant focus can
be drawn away from personal gripes with other
stakeholders, to engaging with the rules of the
game.
Designing readily describable results (see
Quantified Outcomes) make this play collaborative. Participants triangulate on comparing results of
their play, rather than focusing directly on each
other.
INCOM
PLETE
GAMIN
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319
Methods for Metagaming: creating participant needs through incomplete gaming:Metagaming is the codesign process a game is embedded in. Situating games in a responsive design process allows the novel experiences your games create to be made into a productive process of need generation.
Needs aren’t simply ‘found’ by a designer. They must be actively imagined and created by stakeholders.
Without a process of need creation, stakeholders may simply repeat characteristics of the environment they already know, rather than imagine new things.
Games as assemblageGames as part of an assemblage of codesign
A single perfect game does not have to achieve everything in a workshop. Instead, use fidelity to your advantage.
Simulation can be made with varying degrees of
fidelity. Aim to use a combination of low and high fidelity activities/artefacts to efficiently generate desired outcomes.
High fidelity games have advantages in terms of the immersive and complex experiences they
support. However, designing high fidelity games takes effort and technical skill. Low fidelity games are easy to create and are flexible.
Rather than using games as discrete objects to
be playtested, embed them in codesign activities.
Consider games part of a ‘constellation’ of
artefacts that augment each other. A lower fidelity cardboard computing game (refer Cardboard
computing) can make participants aware of
the breadth of experiences around an issue. A
subsequent higher fidelity electronic game enables participants to explore a segment of it in detail. In
further cardboard activities, participants can apply
the knowledge they have gained to a broader range
of areas.
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NestingNesting games to create contingent, immersive experiences
Nesting extends the concept of embedding game artefacts by ‘inserting’ one game (a high fidelity game, electronic) into another (a lower fidelity game, cardboard).
Through nesting, designers and participants
can insert new rules for play in the electronic
game through a cardboard game. This allows an
electronic game to be extended with minimal effort.
For example, participants can be directed via instruction cards to play a videogame like a specific person, or with a certain attitude.
The electronic game is then made more
contingents. New rules can be inserted into the
videogame, participant attention can be drawn
to particular elements of simulation, all without
modifying code. Through nesting, participants can
even ‘mod’ the game itself (creating new conditions
for play, etc).
Participatory NavigationUse Participatory Navigation to collectively play a one player simulation
Participatory Navigation nests a videogame (Game One) into a cardboard computing game (Game Two).
The ‘player’, a participant more confident in gaming, plays a high fidelity simulation on a large screen. The rest of workshop participants spectate.
This is Game One.
Game One is then ‘nested’ into a card game, Game Two. Spectators each receive a ‘Brain’ card
instructing them in a task they must do. Each task
is an element of playing Game One: navigation, speed, setting risk level. The ‘player’ then must play
Game One following the instructions of the group ‘Brain’ (Game Two).
Participatory Navigation is effective strategy for
exposing participants to more difficult simulations.
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Metagaming through Playful simulationUse playful simulation as a design method to generate informed debate
A playful simulation exposes value judgements
made in a game as non-natural (that is, decided by
the designer) and fallible. Parameters often hidden
from the player in the black box of a simulation are
highlighted as artificial through exaggerated, non-realistic representation. At the same time, these
simulations still project the confidence needed for participants to explore ideas in an immersive
experience.
This critique can be used as a method for exploring an issue without the need for a game that ‘covers’
everything. Further activities – ‘the metagame’ - can use the informed debate generated from
playful simulations as input.
(Artifacts)
Art IFA CTS
Art IFA CTS
thin
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327
‘Thing’ props are physical parts of a game. These can be made from cardboard with scissors or with sophisticated digital tools.
Premade CardsPremade cards are great devices to make a quick framework for a game. They let a designer provoke: exposing participants to new ideas, giving them something to react to and starting conversations.
More importantly, cards give designers a tool
to make tangible ‘blocks’ of a concept readily
approachable. Participants can then interact with
these ‘blocks,’ an easy way to create a low fidelity simulation.
As these ‘blocks’ are interoperable (cards can
easily be placed next to each other), different sets
of cards can be combined for more sophisticated
analysis. For example, a ‘scenario’ card and a ‘location’ card can establish a game’s starting
conditions. Players can ‘play’ the simulation by
stringing subsequent ‘event’ cards together to react to these initial conditions.
Card based simulations are flexible and easily extended by simply printing more pieces of paper.
Blank CardsBlank cards that participants fill out personalise a cardboard simulation. Participants can write their
own conditions/rules that can be inserted into the
game.
This helps make a contingent simulation that
moves away from a designer’s preconceived, initial
ideas.
329
VirtualVirtual props are the objects creating the
videogame. Through interacting with these
objects, participants ‘experience’ a scenario in
real-time. This can be useful for allowing one set
of stakeholders to discover what a situation is like
for another set of stakeholders, or in describing an
environment that is different (speed/time/scales) to
the workshop setting.
SmartphonesSmartphones are now powerful enough to support
immersive game worlds; running even inefficient ones made by amateur coders.
The devices are useful for ‘situating’ virtual space
in the physical room of a workshop. Phones are
plentiful and already familiar to participants, and
allow videogames to be inserted into workshop
activities with lots of flexibility (Refer 3.8).
ProjectionBy projecting a participant playing a smartphone
game onto a larger screen, an individual mobile
game can be transformed into a group play activity
(Refer Set Two: Participatory Navigation).
Do props
331
‘Do’ props are strategies for interaction you as a designer can deploy in activities. They are the rules and conditions that define the emergent outcomes of playing your game.
Quantified outcomesOutcomes emerge from participants playing your game. They are a game’s response to participant
input. In electronic simulations, there will be
millions of outcomes generated each second.
Quantified outcomes are the responses you deem important to show a participant. These occur both
during play (ie. scoring and health) and after play.
For example, a game may assess a participant’s play as ‘safe’ or ‘dangerous.’
As they are calculated based on a participant
interaction, quantified outcomes are personal and engaging. They give participants a method
for assessing play, encouraging the trial of novel
strategies. The discrete assessment units created
allow participants to compare their inputs in a
game.
Quantified outcomes encourage participants to think about certain aspects of an issue. Through
humour and provocation, a designer can design
outcomes to prompt participants to recognise
how a game has challenged them. This is a useful
resource for codesign activities.
333
ScoresScores are the most basic of quantified outcomes. Scoring is stackable and dynamically adjusted,
giving players a real time method of assessing play.
The ‘gameness’ inherent in high scores creates
a non-confrontational vector for participants to
compare and collaborate outcomes.
WarningsWarnings are audio/visual game responses
triggered by participant input. Warnings let a
simulation guide a player, informing them of the
desired method of play. This serves a practical
purpose, partially relieving you of having to
manage each participant’s interaction with the
game. Warnings can be explicit (a flashing graphic appearing on-screen) or implicit (a change in the
tone of music, a sound effect).
Warnings do not have to be fair or authoritative. A
game can force a participant down a particular path
and berate them for ending there, demonstrating
unfair situations from real life. Warnings do not
have to influence gameplay – a sudden overload of them can simulate social pressure, or sensory
overload.
DATA
335
Data collection methods influence the data you will generate. There are lots of traditional methods for collecting data in participatory activities, most in the form of questionnaires undertaken after the fact. While these are certainly useful for analysis, surveys can also be limiting.
Questionnaires can be too rigid, or vague, for participants to answer insightfully. Responses will also be biased; participants want to give you the answers they think you want to hear. This makes it harder for you to gauge the real effects of your activities.
Data is generatedDon’t think of data as being passively collected.
Instead, think of it being generated. Your activities
are trying to create unexpected outcomes; so too should your data generation. Below are some
methods that aim to generate unfiltered, immediate data for you to use. These methods do not
replace, but rather augment, more traditional data
collection methods.
Record everythingThough many of your activities will have individual
goals and data collection methods, game artefacts
generate debate.
Rather then relying on participant reflection as your primary source of data, these immediate
and unfiltered reactions, comments and quips are incredibly useful for later analysis.
This discussion will bleed through discrete
workshop activities. Set up a camera in a corner of
the room than can record the entire workshop so
these spontaneous reactions, debates and ideas
can be captured.
337
Roving camerasEmploy helpers with additional cameras ready
to zoom in on interesting moments in activities.
Some parts of the workshop will be more useful
than other parts. A certain group may produce
interesting outcomes in one activity, while a second
may have really interesting responses in another.
If activities have been planned well, you won’t know
what will emerge. Getting someone else to be in
charge of capturing interesting bits allows you to
concentrate on running the workshop.
Have a camera/phone at hand ready to record
things yourself though. Your helpers take the
base-load effort of recording off you, but they may
occasionally miss something.
Prompt reactionsMore immediate data can also be gathered by
employing helpers to interview participants
throughout the workshop. Your activities will be
fun and strange; it can be illuminating hearing participant thoughts moments after they have
played your games.
Prep your helpers before the workshop about
the goals of each activity you plan to run. They’ll
then be more informed and confident in asking participants questions. Don’t, however, make these interviews too formal. Helpers should encourage
immediate, off-the-cuff remarks from participants.
Questions like ‘I know, how weird are these activities? I just got roped in’ generate interesting
and insightful responses from participants.
Situating reportsFilling out reports/surveys should be considered as a strategy for actively creating conditions
in activities, rather than just as passive data
gathering.
Reports can be used to define metagame conditions. One participant can ‘assess’ another participant’s play in a guided structure by filling out a report you have designed.
The questionnaire isn’t the end product – rather the collaborative focus and debate generated from this
assessment is what is interesting.
339
Combine your dataBy merging less-interesting pieces of data together,
you can gain insights from data you otherwise
might discard. For example, data generated in game such as scores may not be useful on its own, but
is very insightful when compared with stakeholder
background (ie.seeing how each type of participant
plays your game). Think of these ‘synergies’
beforehand so you are ready to collect them.
Follow upsWorkshop activities don’t just effect participants
on the day. Check in on individuals at a later date
to see any longer lasting impacts the workshop
may have had on them. Stakeholder participants
will have had time to reflect and compare their experience in the workshop with their view on the
design problem in reality.
Comparing responses from the night to reflections even only a week later can reveal interesting things.
now it's
up to you
341
By creating a workshop lab space, you’ve hopefully generated some unexpected outcomes that you didn’t know before.
Your workshop participants won’t generate immediately implementable ideas – that’s not their job.
Instead, these outcomes can be fed back into your design process (ie. new methods for reducing conflict in stakeholders can be developed, strategies to respond to novel needs that were identified made).
One urban gaming workshop won’t be enough. As you’re looking to create the unexpected, you’ll have learnt many things you could do better next time simply having run the workshop.
Feed this new knowledge back into your urban games. You now know what parameters need tweaking to make an even more productive space in your next workshop.
343
DEV ELOP MENT
ST kilda Junction trial
dynamics prototyping
render testing
copenhagen Tutorial mode
night mode
comic violence
google cardboard vr mode
First person perspective
move phone in physical space
moves camera in virtual space
appendix workshop
RESPONSeS
Did
the
expe
rien
ce o
f pl
ayin
g th
e ga
me
mak
e yo
u no
tice
feat
ures
of
expe
rien
ces
of S
t. K
ilda
Roa
d yo
u ha
ve n
ot n
otic
ed
befo
re?
Des
crib
e.
How
wou
ld s
he e
xper
ienc
e of
St.
Kild
a R
oad
as s
een
in th
e vi
deo
and
as a
ga
me?
Did
you
thin
k th
at th
e ga
me
cont
ribu
ted
to th
e co
mm
unic
atio
n be
twee
n di
ffer
ent
type
s of
Roa
d us
ers?
Giv
e ex
ampl
es.
Ye
s.
Th
e d
isc
on
tin
uo
us
na
tu
re
of t
he
bik
e l
an
e a
nd
bik
e b
ox
es
. E
sp
ec
iall
y n
orth
of C
om
me
rc
ial
Ro
ad
co
mp
ara
ble
Ye
s.
Pe
op
le w
ho
pla
y t
he
ga
me
ne
ed
to
sh
ift t
he
ir
min
ds
ets
to
dif
fe
re
nt u
se
rs
No
no
t p
artic
ula
rly
, b
ut a
fter
whe
n ri
ding
the
sam
e ro
ute
I was
ver
y co
nsci
ous
of h
ow th
is p
art
look
ed in
the
gam
e an
d m
ore
elem
ents
that
wer
e in
flue
ncin
g w
hy th
is s
ecti
on o
f th
e ro
ad w
as
part
icul
arily
bad
. In
part
icul
ar th
e pa
rt in
fro
nt
of th
e po
lice
stat
ion
Ye
s,
we
we
re
ab
le t
o d
isc
us
s t
he
pa
rts
of t
he
ro
ad
an
d
I was
sur
pris
ed b
y el
emen
ts th
at R
oad
driv
ers
find
di
fficu
lt, l
ike
the
ambi
guit
y of
whe
re th
ey a
re to
go
in th
e in
ters
ecti
on w
ith
the
NG
V a
lso.
Ye
s,
I s
ta
rte
d t
o n
otic
e t
he
pa
rts
of t
he
stre
et t
ha
t
we
re
mo
re
ha
za
rd
ou
s a
nd
wh
y.
I thi
nk it
con
veys
a m
uch
light
er to
ne o
f w
hat S
t K
ilda
road
is li
ke b
ut th
at is
und
erst
anda
ble
as
the
real
thin
g is
a lo
t mor
e co
mpl
icat
ed
I th
ink
it h
elp
ed
th
em
un
de
rs
ta
nd
th
e o
bs
ta
cle
s o
f t
he
cy
cli
sts
, b
ut s
om
e o
f t
he
driv
ers
sc
en
ario
s w
ere
ov
er-
ly d
ram
atic
and
did
n’t r
eflec
t the
cau
se a
nd a
ffec
t d
riv
ers
are
als
o s
ub
jec
t t
o d
ue
to
th
e o
th
er 2
ty
pe
s o
f
co
mm
ute
rs
I thi
nk I
was
mos
tly
awar
e of
the
part
icul
ar fe
a-tu
res
of S
t Kild
a R
oad
- for
cyc
lists
and
dri
vers
. W
hat I
had
n’t n
otic
ed a
s m
uch
was
the
regu
lari
ty
and
inte
nsit
y of
whi
ch th
ese
haza
rds
can
occu
r -
and
all a
t the
sam
e ti
me.
I fo
un
d t
he
vid
eo
, w
ith
ju
st t
he
fo
rw
ard
lo
ok
ing
le
ns
- h
ard
er t
o a
na
lys
e.
Th
e s
pe
ed
at w
hic
h t
he
cy
cli
st
wa
s g
oin
g d
idn
’t h
elp
. T
he
ga
me
ho
we
ve
r w
as
ea
sie
r t
o t
ak
e i
n, a
s y
ou
co
uld
se
e o
nc
om
ing
ca
rs
an
d d
eta
ile
d f
ea
tu
re
s o
f S
t K
ild
a R
oa
d.
I thi
nk th
e ga
me
defi
nite
ly c
omm
unic
ates
mes
sage
s to
driv
ers
- b
ut m
ay
be
no
t a
s m
uc
h t
he
oth
er w
ay
ro
un
d.
Vis
ibil
ity
[o
f c
yc
lis
ts
] i
s a
hu
ge
is
su
e a
s a
driv
er,
th
at c
ou
ld b
e a
dd
re
ss
ed
in
th
e g
am
e m
ore
.
Ca
r s
pe
ed
, d
ou
ble
pa
rk
ing
on
th
e b
ike
tra
ck
are
so
me
ex
am
ple
s o
f [
su
cc
es
sfu
l] c
om
mu
nic
atio
n t
o d
riv
ers
.
Ye
s s
om
e,
th
at I
co
uld
id
en
tif
y e
sp
ec
iall
y t
ru
ck
s
an
d c
ars
me
rg
e f
ro
m t
he
le
ft a
ro
un
d T
oo
ra
k R
oa
d
an
d t
he
wh
ole
pro
Ble
m o
f c
ars
stu
ck
in
fro
nt o
f y
ou
on
th
e b
ike
tra
ck
. P
erh
ap
s m
ore
em
ph
as
is c
ou
ld
be
pla
ce
d o
n d
an
ge
rs
ca
us
ed
by
oth
er c
yc
lis
ts
pa
ss
ing
by
on
th
e l
eft, o
r p
as
sin
g o
n t
he
rig
ht a
t
gre
at s
pe
ed
.
Th
e v
ide
o w
as
ve
ry
he
lpfu
l a
s i
t w
as
a ‘
re
al’
ex
pe
rie
nc
e a
s e
xp
erie
nc
ed
by
a b
ike
rid
er,
wit
h a
ll
th
e i
nte
rru
ptio
ns
ca
us
ed
by
ca
rs
, tru
ck
an
d o
th
er
cy
cli
sts
. T
he
ga
me
fo
r m
e w
as
to
o a
bs
tra
ct, I
ha
d
tro
ub
le i
de
ntif
yin
g w
he
re
I w
as
an
d t
hin
gs
ha
p-
pe
ne
d a
t t
oo
gre
at a
sp
ee
d t
o r
eg
iste
r m
ore
th
an
jus
t h
av
ing
to
us
e m
y w
its
to
av
oid
th
e b
arra
ge
of
da
ng
er h
urtli
ng
to
wa
rd
s m
e.
Ho
we
ve
r f
or s
om
eo
ne
wh
o w
as
us
ed
to
pla
yin
g p
ho
ne
ga
me
s, I
ca
n w
ell
imag
ine
it w
ould
be
a di
ffer
ent e
xper
ienc
e. F
or m
e,
ide
ntif
yin
g t
he
po
ss
ible
da
ng
ers
at t
he
be
gin
nin
g
an
d m
ay
be
ha
vin
g t
he
m w
ith
dis
tin
ct f
ea
tu
re
s (
eg
,
wh
en
a d
oo
r o
pe
ns
in
fro
nt o
f t
he
cy
cli
st h
av
e i
t
alw
ay
s b
ro
wn
), m
ore
ex
pla
na
tio
n n
ee
d a
bo
ut t
he
effe
ct it
has
and
defi
niti
ons.
I th
in t
o a
cc
ura
te
ly a
ns
we
r t
ha
t y
ou
wo
uld
ha
ve
to
surv
ey fr
eque
nt d
rive
rs o
f St K
idla
Roa
d -
or tr
uck
driv
ers.
I ca
n re
ally
onl
y co
mm
ent a
s a
freq
uent
cy-
cli
st.
Ha
ve
an
op
tio
n f
ro
m a
driv
er’s
po
int o
f y
ou
. A
lso
pe
de
stria
ns
are
an
oth
er g
ro
up
of u
se
rs
un
de
rre
pre
-
se
nte
d i
n t
he
ga
me
.
I h
ad
ne
ve
r n
otic
ed
th
e t
re
es
we
re
pin
k!
Wh
en
ac
-
tu
all
y r
idin
g y
ou
ha
ve
a p
ro
te
ctiv
e b
ub
ble
of h
op
e
- t
ha
t y
ou
ho
pe
th
at t
he
ca
rs
an
d t
ru
ck
s w
ill
av
oid
yo
u.
Th
e g
am
e r
em
ov
es
th
is c
om
fo
rtin
g a
ss
um
p-
tio
n a
nd
brin
gs
ho
me
th
e f
ac
e t
ha
t t
he
rid
ers
are
so
vu
lne
ra
ble
on
St K
ild
a R
oa
d
Th
e g
am
e i
s c
lea
rly
mo
re
fra
ntic
. T
he
co
ntro
ls
ov
er t
he
bik
e i
n t
he
ga
me
are
mu
ch
mo
re
se
ns
itiv
e
th
an
in
th
e v
ide
o.
Th
e v
ide
o w
as
mo
re
ho
rrif
yin
g
be
ca
us
e i
t w
as
a r
ea
l p
ers
on
. T
he
ga
me
all
ow
s f
or
mu
ltip
le e
xp
erie
nc
es
.
Th
e c
ars
we
re
ju
st i
mp
ers
on
al
me
ch
an
ica
l m
on
-
ste
rs
: b
loc
kin
g b
ike
pa
th
s, o
pe
nin
g d
oo
rs
, h
ittin
g
ride
rs fr
om b
ehin
d. A
ltho
ugh
I was
80%
mot
oris
t, (o
r p
erh
ap
s b
ec
au
se
I w
as
), I
go
t t
he
im
pre
ss
ion
th
at
driv
ers
we
re
th
e b
ad
gu
ys
! T
he
re
wa
s a
n o
pp
ortu
nit
y
to
ch
oo
se
se
ttin
gs
(-c
on
sid
era
te
/ e
du
ca
te
d d
riv
ers
[no
n a
gg
re
ss
ive
], -
se
ns
ible
rid
ers
) to
te
st w
he
th
er w
e
can
safe
ty a
nd e
ffici
entl
y sh
are
the
road
as
now
, or
w
he
th
er i
t i
s n
ec
es
sa
ry
to
ha
ve
fu
lly
se
pa
ra
te
d b
ike
lan
es
By
pla
yin
g t
he
ga
me
I e
xp
erie
nc
ed
vic
ario
us
ly t
he
feel
ing
of c
yclin
g on
St K
ilda
Rd.I
driv
e th
ere
quit
e o
fte
n b
ut h
av
e o
nly
rid
de
n m
y b
ike
fro
m P
ark
St t
o
th
e c
ity
wh
ich
do
es
no
t h
av
e t
he
bu
ild
up
of c
ars
as
it d
oe
s f
ro
m S
t K
ild
a J
un
ctio
n t
o T
oo
ra
k R
d.T
he
ga
me
sh
ow
ed
se
ve
ra
l c
ars
do
ub
le p
ark
ed
an
d a
lso
se
ve
ra
l w
ith
driv
er’s
se
at d
oo
r o
pe
n.
Th
is m
ad
e m
e
re
ali
ze
ho
w v
uln
era
ble
a c
yc
lis
t c
ou
ld b
e.
Th
e v
ide
o e
xp
erie
nc
e w
as
mu
ch
mo
re
“re
al”
th
an
th
e g
am
e.
I d
o n
ot t
hin
k t
ha
t t
he
ga
me
co
ntrib
ute
d t
o t
he
co
m-
mu
nic
atio
n b
etw
ee
n d
iffe
re
nt t
yp
es
of r
oa
d u
se
rs
. It
ce
rta
inly
hig
hli
gh
te
d a
re
as
th
at s
ho
uld
be
dis
cu
ss
ed
in r
ela
tio
n t
o r
es
pe
ct a
nd
ad
he
re
nc
e t
o r
oa
d r
ule
s
be
tw
ee
n t
he
dif
fe
re
nt r
oa
d u
se
rs
.
I w
as
ma
de
aw
are
of t
he
da
ng
ers
of b
ike
pa
th
s i
n
pa
rtic
ula
r w
ith
re
ga
rd
to
do
orin
g, a
nd
als
o w
he
n
the
lane
tem
pora
rily
fini
shes
a r
ea
lis
tic
im
pre
ss
ion
of t
he
to
ils
of b
oth
driv
er a
nd
cycl
ist b
attl
ing
inef
fici
ent p
lann
ing
I th
ink
as
a m
ain
ly d
riv
er t
yp
e p
ers
on
,I
ha
ve
be
en
mad
e aw
are
of th
e di
fficu
ltie
s en
coun
tere
d by
c
yc
lis
ts
No
t r
ea
lly,
it w
as
a l
ittle
to
o a
bs
tra
ct t
o n
otic
e
an
yth
ing
co
nc
re
te
.
Th
ey
are
bo
th
ve
ry
in
te
ns
e!
I th
ink
th
e a
tm
os
ph
ere
is v
ery
sim
ila
r.
I th
ink
it c
ap
tu
re
d t
he
an
imo
sit
y b
etw
ee
n b
ike
rid
ers
an
d c
ar d
riv
ers
.
ye
s:
su
dd
en
dis
ap
pe
ara
nc
e o
f b
ike
la
ne
be
ca
me
mo
re
no
tic
ea
ble
du
e t
o s
co
rin
g s
ys
te
m (
ev
en
th
ou
gh
I h
av
e r
idd
en
th
is r
ou
te
an
d n
otic
ed
th
is
be
fo
re
).
gam
e is
a lo
t fas
ter a
nd th
e ch
arac
ter i
s qu
ite
larg
e c
om
pa
re
d t
o t
he
en
vir
on
me
nt, s
o t
he
ro
ad
se
em
s
smal
ler a
nd th
e ca
rs c
lose
r. so
it k
ind
of a
mpl
ifies
/e
xa
gg
era
te
s t
he
re
al
ex
pe
rie
nc
e.
th
e g
am
e w
as
a g
re
at l
ev
ell
er,
wit
h d
riv
ers
an
d
cy
cli
sts
me
etin
g i
n m
ore
ne
utra
l g
ro
un
d (
th
e g
am
e i
s
no
t a
n e
xa
ct s
imu
latio
n o
f c
yc
lin
g, s
o m
ay
be
it d
idn
’t
se
em
as
th
re
ate
nin
g/to
ha
ve
a s
tro
ng
pro
-c
yc
lin
g
ag
en
da
**
so
driv
ers
we
re
no
t p
ut o
ff).
Ye
s,
th
e g
am
e d
id m
ak
e m
e a
wa
re
of f
ea
tu
re
s o
f
St.
Kil
da
ro
ad
th
at I
ha
d n
ot n
otic
ed
pre
vio
us
ly.
As
I a
m n
ot a
cy
cli
st, I
wa
s n
ot a
wa
re
of t
he
nu
me
ro
us
traf
fic
haza
rds
in th
e ar
ea a
nd th
e la
ck o
f spa
ce
th
ey
ha
ve
av
ail
ab
le t
o r
ide
sa
fe
ly.
2.
I a
m n
ot r
ea
lly
th
at f
am
ilia
r w
ith
St K
ild
a r
oa
d
bu
t a
s a
driv
er,
th
e o
nly
th
ing
th
at I
ca
n r
ea
lly
co
mm
en
t o
n i
s t
ha
t t
he
re
are
a l
ot o
f p
ark
ed
ca
rs
,
wh
ich
in
cre
as
es
th
e p
os
sib
ilit
y o
f c
yc
lis
ts
ge
ttin
g
hit
by
do
ors
an
d c
ars
pu
llin
g o
ut o
r p
ark
s.
Als
o t
ha
t
th
ere
is
a d
ivid
ed
ro
ad
on
bo
th
sid
es
in
so
me
are
as
th
at m
ea
n c
ars
ha
ve
to
ch
an
ge
la
ne
s i
n a
n u
nu
su
al
wa
y.
Th
at m
ay
als
o i
nc
re
as
e t
he
am
ou
nt o
f a
cc
i-
de
nts
th
at o
cc
ur.
Th
e p
ark
ed
ca
rs
we
re
ce
rta
inly
fe
atu
re
d i
n t
he
ga
me
in
a b
ig w
ay, b
ut b
ec
au
se
th
e
ga
me
ma
inly
fo
cu
se
d o
n t
he
le
ftm
os
t b
icy
cle
la
ne
,
th
e d
ivid
ed
ro
ad
s d
idn
’t i
mp
ac
t t
he
ga
me
th
at I
no
tic
ed
.
Th
e g
am
e c
erta
inly
do
es
co
ntrib
ute
to
c
om
mu
nic
a-
tio
n b
etw
ee
n d
iffe
re
nt r
oa
d u
se
rs
. It
pu
ts
driv
ers
an
d
pe
op
le w
ho
us
e p
ub
lic
tra
ns
po
rt i
n a
cy
cli
st’s
sh
oe
s
an
d I
th
ink
ma
ke
s e
ve
ry
pla
ye
r t
hin
k “
wo
w, I
ha
d n
o
ide
a i
t w
as
lik
e t
his
fo
r c
yc
lis
ts
”.
I th
ink
th
is m
ak
es
pla
ye
rs
wa
nt t
o h
ea
r m
ore
ab
ou
t t
he
da
ng
ers
th
at
be
fa
ll c
yc
lis
ts
on
a d
ail
y b
as
is a
nd
wh
at t
he
y c
an
do
to
driv
e m
ore
sa
fe
ly.
Did
pla
ying
the
gam
e in
flue
nce
your
op
inio
ns a
bout
St.
Kild
a R
oad
as a
pl
ace
of u
rban
life
? H
ow?
Did
the
wor
ksho
p gi
ve y
ou id
eas
abou
t de
sign
pos
sibi
litie
s in
rel
atio
nshi
p to
ur
ban
cycl
ing?
Giv
e ex
ampl
es.
Do
you
thin
k w
orks
hops
and
tool
s of
this
ty
pe c
an e
nhan
ce p
ublic
con
sult
atio
n in
re-
gard
to d
esig
n of
urb
an in
fras
truc
ture
? H
ow?
Ye
s.
In i
ts
cu
rre
nt f
orm
an
d f
un
ctio
n i
t d
oe
s l
ittle
to
pro
vid
e f
or u
rb
an
lif
e.
No.
I’ve
alr
eady
spe
nt s
igni
fica
nt ti
me
look
ing
at
dif
fe
re
nt d
es
ign
op
tio
ns
. H
ow
ev
er,
it w
as
go
od
to
co
ns
oli
da
te
.
Ye
s.
As
it m
ak
es
pe
op
le h
av
e t
o s
hif
t t
he
ir m
ind
se
t i
n
ho
w t
he
y e
xp
erie
nc
e S
t K
ild
a R
oa
d.
It g
av
e t
he
ro
ute
an
id
en
tit
y a
nd
dif
fe
re
ntia
te
d
fro
m a
ll c
yc
lin
g p
ro
ble
ms
ma
kin
g t
he
is
su
es
pre
se
nt s
ee
m m
ore
ap
pro
ac
ha
ble
an
d t
an
gib
le
to
ch
an
ge
ra
th
er t
ha
n j
us
t t
he
ge
ne
ra
l c
om
me
nt
th
at c
yc
lin
g i
nfra
stru
ctu
re
is
ba
d a
s a
wh
ole
an
d
ther
efor
e to
o la
rge
a pr
oble
m to
fix.
Ye
s w
e t
alk
ed
to
ge
th
er a
bo
ut t
he
se
pa
ra
te
d r
ou
te
in C
ob
urg
th
at w
e w
ou
ld l
ike
se
em
ap
pli
ed
. T
he
Co
pe
nh
ag
en
id
ea
s a
lso
he
lpe
d.
Ye
s,
it e
nc
ou
ra
ge
s u
nd
ers
ta
nd
ing
be
tw
ee
n g
ro
up
s o
f
pe
op
le a
nd
th
ere
fo
re
mo
re
to
lera
nc
e, a
pp
re
cia
tio
n o
f t
he
ne
ed
to
ch
an
ge
an
d i
ns
tig
ate
s p
os
sib
le s
olu
tio
ns
.
It m
ad
e m
e r
ea
liz
e h
ow
po
orly
pla
nn
ed
an
d u
n-
de
r f
ac
ilit
ate
d s
om
e o
f t
he
stre
ets
in
Me
lbo
urn
e
are
to
to
da
ys
mo
re
up
da
te
d m
od
es
of t
ra
ns
po
rt
It d
id n
ot g
ive
me
dire
ct id
eas
but d
efine
tely
mad
e m
e t
hin
k a
bo
ut h
ow
mu
ch
th
ere
wa
s t
o g
ain
fro
m
a w
ork
sh
op
dir
ec
tly
de
dic
ate
d t
o c
om
ing
up
wit
h
ne
w w
ay
s t
o a
ch
iev
e “
ha
rm
on
y:
on
th
e r
oa
d w
ith
all
th
e d
iffe
re
nt t
yp
es
of c
om
mu
te
rs
Ye
s,
th
e m
ore
in
vo
lve
d a
nd
in
te
ra
ctiv
e f
orm
ats
su
ch
as
th
is w
ork
sh
op
he
lp t
he
pu
bli
c/a
tte
nd
ee
s t
o g
et a
re
al
fe
el
fo
r t
he
me
ss
ag
e t
ry
ing
to
be
bro
ad
ca
ste
d r
ath
er t
ha
n t
he
tra
dit
ion
al
info
rm
atio
n d
um
p.
My
ge
ne
ra
l im
pre
ss
ion
is
th
at p
eo
ple
try
to
av
oid
bo
th
driv
ing
an
d c
yc
lin
g u
p S
t K
ild
a r
oa
d
if t
he
y c
an
av
oid
it.
Wh
en
I d
riv
e u
p, m
y f
oc
us
is g
etti
ng to
the
dest
inat
ion
quic
kly
wit
hout
re
all
y t
ak
ing
in
my
su
rro
un
din
gs
. P
lay
ing
th
e
gam
e ha
s in
flue
nced
the
way
I th
ink
in S
t Kild
a R
oa
d n
ow
. I’
m a
lmo
st h
yp
era
wa
re
of a
ny
th
ing
aro
un
d m
e.
Bo
th
th
e g
am
e a
nd
th
e w
ork
sh
op
hig
hli
gh
te
d t
he
fru
stra
tio
n f
elt
an
d d
an
ge
r p
os
ed
by
pa
rk
ing
-
juttin
g o
ut o
n t
he
bik
e l
an
e -
es
pe
cia
lly
wit
h l
arg
e
ve
hic
les
. C
re
atin
g a
la
rg
er b
uffe
r b
etw
ee
n p
ark
ed
ca
rs
, b
us
es
an
d l
arg
er v
eh
icle
s i
s w
ha
t I
wo
uld
pro
po
se
.
Ab
so
lute
ly.
As
pre
vio
us
ly m
en
tio
ne
d, s
om
e r
oa
d u
se
rs
are
fo
cu
se
d o
n t
he
ir d
es
tin
atio
n s
o m
uc
h t
ha
t o
th
er
fa
cto
rs
are
n’t
co
ns
ide
re
d.
Wo
rk
sh
op
s p
ro
vid
e a
fu
lle
r
pic
tu
re
of w
ha
t i
s g
oin
g o
n a
nd
co
ns
ide
rs
all
ro
ad
us
ers
inv
olv
ed
.
It re
info
rced
my
feel
ing
that
it d
efini
tely
is a
d
an
ge
ro
us
ex
pe
rie
nc
e, b
ut a
ve
ry
im
po
rta
nt a
r-
te
ry
fo
r c
yc
lis
ts
tra
ve
llin
g t
o t
he
cit
y -
of c
ou
rs
e,
on
ly i
n t
he
so
uth
-n
orth
dir
ec
tio
n.
It d
id m
ak
e
me
th
ink
th
at s
o m
an
y t
hin
gs
co
uld
be
do
ne
to
ma
ke
St K
ild
a R
oa
d s
afe
r f
or c
yc
lis
ts
- e
g g
et
rid
of p
ark
ed
ca
rs
, w
ide
r b
ike
la
ne
s o
f c
ou
rs
e,
an
d t
he
pre
fe
re
ntia
l g
re
en
lig
hts
fo
r c
yc
lis
ts
.
Ma
yb
e t
he
ga
me
co
uld
ha
ve
em
ph
as
ise
d t
he
pro
ble
m o
f w
ha
t h
ap
pe
ns
wh
en
ev
ery
on
e s
to
ps
at t
he
lig
hts
- e
g w
he
re
cy
cli
sts
ne
ed
to
po
sit
in
th
em
se
ve
ls.
Cu
rre
ntly
, m
ark
up
s a
re
co
nfu
sin
g
, e
sp
ec
iall
y w
he
n t
he
re
are
la
ne
[c
larif
y]
on
th
e
left
Se
e (
4.)
I
als
o e
njo
yd
se
ein
g t
he
in
no
va
tiv
e
pa
rk
ing
id
ea
s s
ho
wn
in
[A
ctiv
ity
2B
]. I
lik
ed
th
e
Nor
man
Fos
ter i
deas
of e
leva
ting
the
bike
lane
s. In
hi
s ca
se, a
bove
the
Lond
on U
nder
grou
nd. I
real
ly
th
ink
th
e o
nly
sa
fe
bik
ela
ne
is
a s
ep
era
te
d b
ike
lan
e.
Defi
nite
ly. T
he w
hole
wor
ksho
p w
as e
ngag
ing
part
ly
be
ca
us
e o
f t
he
us
e o
f m
ixe
d s
tim
uli
- p
ho
to
s,
vid
eo
s a
nd
of c
ou
rs
e t
he
iP
ho
ne
ga
me
. Y
ou
ne
ed
to
en
ga
ge
dif
fe
re
nt
an
d m
ore
nu
me
ro
us
ca
te
go
rie
s o
f u
de
rs
as
th
e s
am
ple
wa
s s
ma
ll.
Ho
we
ve
r, I
th
ink
th
is t
yp
e o
f l
ive
ly w
ork
sh
op
ha
s g
re
at p
ote
ntia
l fo
r s
ch
oo
ls, e
ve
n l
ea
rn
ers
driv
ers
an
d
oth
er g
ro
up
s.
I kno
w th
at S
t Kild
a Ro
ad is
a m
agni
fice
nt b
ou-
lav
ard
- a
s w
ell
as
an
im
po
rta
nt c
om
mu
te
r r
ou
te
to
an
d f
ro
m t
he
cit
y.
Bu
t I
wa
s s
o e
ng
ro
ss
ed
in
trin
g t
o b
e k
ille
d t
ha
t I
did
no
t h
av
e t
ime
to
no
te
th
e u
rb
an
de
sig
n b
ea
utie
s i
n t
he
ga
me
.
Th
e o
bv
ius
id
ea
is
fo
r C
op
en
ha
ge
n s
ty
le b
ike
lan
es
. I
kn
ow
th
at t
he
re
are
va
rio
us
is
su
es
an
d
desi
gn d
iffi
cult
ies
wit
h th
is. P
erha
ps th
e ne
xt
ga
me
co
uld
be
to
de
sig
n t
he
bik
e l
an
es
! I
lov
ed
th
e
pic
tu
re
of b
ike
rid
ers
in
Ja
pa
n(?
) P
ull
ed
in
to
a d
oc
k
ty
pe
stru
ctu
re
wit
h b
ike
s -
la
pto
ps
- t
he
im
po
r-
ta
nc
e o
f[c
larif
y]
an
d f
un
ctio
na
lly
bik
e r
ac
ks
.
Ye
s, e
sp
ec
iall
y f
or t
he
mo
to
ris
ts
wh
o h
av
e n
ot r
idd
en
a b
ike
sin
ce
th
ey
we
re
kid
s a
nd
se
e r
ide
rs
as
blo
od
y
nu
isa
nc
es
ra
th
er t
ha
n l
eg
itia
mte
ro
ad
us
ers
. It
ch
an
ge
s
th
eir
co
nc
iou
sn
es
s.
The
gam
e di
d no
t infl
uenc
e m
y op
inio
ns a
bout
S
t K
ild
a R
oa
d a
s a
pla
ce
of u
rb
an
lif
e.
In f
ac
t i
t
jus
t h
igh
lig
hte
d t
he
fa
ct t
ha
t i
t i
s a
ve
ry
bu
sy
and
muc
h fr
eque
nted
car
riag
eway
.
I b
eli
ev
e t
ha
t c
yc
lis
ts
an
d c
ars
sh
ou
ld b
e s
ep
ara
t-
ed
. A
n e
xc
ell
en
t e
xa
mp
le i
s S
t G
eo
rg
es
Rd
fro
m
Fitz
roy
to P
rest
on. T
he c
ycle
trac
k is
in th
e ce
ntre
o
f t
he
ro
ad
be
sid
e t
he
tra
m t
ra
ck
. T
he
re
are
na
tu
re
stri
ps a
nd fl
ora
sepa
rati
ng th
e do
uble
lane
s of
tr
affi
c on
eit
her s
ide.
I ha
ve lo
ng th
ough
t thi
s is
a
gre
at i
de
a b
ut w
ou
ld p
ro
ba
bly
be
to
o c
os
tly
to
do
in S
t K
ild
a R
oa
d.
I th
ink
wo
rk
sh
op
s l
ike
th
is c
erta
inly
wo
uld
en
ha
nc
e
pu
bli
c o
pin
ion
in
re
ga
rd
to
th
e d
es
ign
of u
rb
an
in
fra
-
stru
ctu
re
. A
ny
in
fo
rm
atio
n t
ha
t w
ill
ed
uc
ate
pe
op
le
ab
ou
t t
he
en
vir
on
me
nt t
ha
t t
he
y l
ive
in
w
ou
ld h
av
e t
o b
e
bene
fici
al.
I k
no
w S
t k
ild
a r
oa
d i
s a
n i
nte
rs
tin
g e
nv
iro
-
me
nt,t
he
ga
me
did
no
t a
lte
rth
at i
mp
re
ss
ion
,bu
t I
co
ns
ide
r t
he
ga
me
ma
de
me
aw
are
th
at
pla
nn
ing
of b
ike
pa
th
s e
tc
ne
ed
a l
ot m
ore
wo
rk
ye
s s
om
eh
ow
th
e p
ath
s n
ee
d t
o b
e c
on
tin
u-
ou
s,a
nd
I b
eli
ev
e a
lit
tle
wid
er
I th
ink
th
is t
oo
l is
po
we
rfu
l ,p
artic
ula
rly
in
ma
kin
g b
oth
cy
cli
sts
an
d d
riv
ers
aw
are
of t
he
co
mm
on
pro
ble
ms
of
su
rv
ivin
g o
n t
he
ro
ad
.a
lso
I s
ug
ge
st t
ha
t s
uc
h g
am
ing
to
ols
co
uld
be
in
tro
du
ce
d i
n s
ch
oo
ls t
o m
ak
e o
ur f
utu
re
cy
cli
sts
an
d d
riv
ers
be
mo
re
aw
are
of t
he
is
su
es
an
d
da
ng
ers
.
It r
ein
fo
re
d t
he
co
nn
ota
tio
ns
of d
an
ge
r a
nd
co
ng
es
tio
n.
(No
t r
ea
lly, m
ay
be
a s
ka
te
bo
ard
ing
ga
me
hig
h-
lig
htin
g t
he
da
ng
ers
of s
ka
te
bo
ard
ing
?)
Ye
s,
ap
pro
ac
hin
g t
he
is
su
e i
n a
n u
no
rth
od
ox
wa
y e
n-
ab
led
th
e o
pp
ortu
nit
y f
or n
ov
el
ide
as
.
no
. th
e g
am
e r
ein
fo
rc
es
st k
ild
a r
oa
d a
s a
co
n-
du
it f
or t
ra
ve
l (n
o s
to
pp
ing
an
d s
oc
iali
sin
g i
n
ga
me
pla
y).
[re
al
life
]
yes:
con
nect
ing
the
bike
lane
the
who
le ro
ute;
s
ep
ara
tin
g c
yc
lin
g f
ro
m p
ark
ing
AN
D d
riv
ing
(ie
.
no
t p
lac
ing
cy
cli
ng
in
be
tw
ee
n p
ark
ing
/d
riv
ing
lan
es
) s
o c
ars
do
n’t
blo
ck
th
e r
ou
te
(g
ra
de
se
pa
ra
-
tion
?); p
ossi
ble
scor
ing
syst
em in
RL?
? (ie
. sim
liar
to
gre
en
lig
hts
pa
cin
g d
ista
nc
e b
etw
ee
n l
igh
ts
?)
YE
S Y
ES
YE
S.
ga
me
wil
l h
av
e t
o b
e i
ns
an
ely
we
ll-d
ev
el-
oped
, but
it is
defi
nite
ly re
fres
hing
and
mor
e en
gagi
ng to
pa
rtic
ipat
e in
an
acti
vity
that
sim
ulat
es R
L, ra
ther
than
ta
lkin
g a
bs
tra
ctly
ab
ou
t s
itu
atio
ns
(in
ev
ita
bly
le
ad
s t
o
co
nfro
nta
tio
n b
etw
ee
n s
ta
ke
ho
lde
r g
ro
up
s)
4. T
he g
ame
infl
uenc
ed m
y op
inio
ns a
bout
St
Kil
da
ro
ad
in
th
e s
en
se
th
at I
did
n’t
re
ali
se
ho
w
imp
orta
nt i
t w
as
as
a c
yc
lin
g r
oa
d a
nd
th
at i
t i
s
als
o a
da
ng
er t
o t
he
cy
cli
sts
us
ing
th
e r
oa
d.
To
me
as
a d
riv
er,
it w
as
ju
st a
no
th
er r
oa
d r
ea
lly,
no
t t
ha
t d
iffe
re
nt f
ro
m a
ny
oth
er b
ut p
lay
ing
th
e
ga
me
in
tro
du
ce
d m
e t
o a
no
th
er v
iew
po
int.
5.
Th
e w
ork
sh
op
did
giv
e m
e a
fe
w i
de
as
ab
ou
t
de
sig
nin
g n
ew
wa
ys
fo
r c
yc
lis
ts
to
us
e t
he
ro
ad
.
Th
e m
ain
id
ea
th
at I
ha
d w
ou
ld b
e s
om
e k
ind
of
co
mp
lete
ly s
ep
ara
te
cy
cli
ng
la
ne
th
at c
ars
ac
tu
-
all
y c
an
no
t u
se
. S
imil
ar t
o a
fo
otp
ath
bu
t p
ure
ly
fo
r c
yc
lis
ts
to
us
e, w
ith
no
pa
rk
ed
ca
rs
etc
. Id
ea
lly
ru
nn
ing
pa
ra
lle
l to
th
e r
oa
d a
nd
pe
rh
ap
s b
elo
w o
r
ab
ov
e t
he
ro
ad
. E
ve
n j
us
t s
om
e k
ind
of b
oll
ard
to
sepa
rate
the
two
area
s w
ould
be
suffi
cien
t I th
ink.
D
riv
ers
an
d c
yc
lis
ts
sh
ou
ld b
e a
ble
to
co
ex
ist
wit
ho
ut a
cc
ide
nts
in
th
e s
am
e s
pa
ce
bu
t t
his
is
ob
vio
us
ly n
ot r
ea
lis
tic
an
d I
th
ink
se
pa
ra
tin
g t
he
m
en
tir
ely
is
th
e b
es
t a
nd
sa
fe
st o
ptio
n.
6.
I th
ink
wo
rk
sh
op
s a
nd
to
ols
of t
his
ty
pe
are
th
e b
es
t
wa
y t
o e
nh
an
ce
pu
bli
c c
on
su
lta
tio
n f
or t
he
de
sig
n o
f
urb
an
in
fra
stru
ctu
re
. It
re
all
y g
ets
pe
op
le i
nv
olv
ed
an
d
inv
ite
s t
he
m t
o f
orm
op
inio
ns
on
th
e s
ub
jec
t t
ha
t t
he
y
wo
uld
n’t
ha
ve
th
ou
gh
t a
bo
ut o
th
erw
ise
. T
he
se
kin
ds
of
wo
rk
sh
op
s a
re
re
all
y e
ng
ag
ing
I t
hin
k a
nd
giv
es
pe
op
le
dif
fe
re
nt v
iew
po
ints
to
th
ink
ab
ou
t.
I re
all
y l
ike
th
e h
an
ds
on
ap
pro
ac
h.
367
ST KILDA JUN
CTION
END
OF BIKELAN
E
GRADE SEPERATED
BIKE LANE
ST KILDA JUN
CTION
BUSSES &
HO
RSE CARRIAGES
LYCRA BROS OVERTAKIN
G
90° BIKELANE TU
RN
PEDESTRIAN
TAXIS
BOTTLENECK EN
TRY
PEDS WAITIN
G FOR TRAM
TRAM SU
PERSTOP
TRAM TRACKS
LANE CH
ANGE
BLIND
CURVE
THIN
BIKE LANE
MU
LTPLE LIGHTS
PEDESTRIAN
DO
UBLE PARKED
TAXIS
LANE CH
ANGE X 2
HO
RSESHIT
PEDESTRIAN
CROSSIN
G
90° BIKELANE TU
RN
CARS CROSSIN
G BIKELANE
HO
RSE CARRIAGE/TRAMS
HO
RSE CARRIAGE/TRAMS
HO
RSE CARRIAGE/TRAMS
TRAMSTO
P/BIKELANE SW
AP MATERIAL
DESIGN
HU
B REPAIRS BLOCK B.LAN
E
GRADE SEPERATED
BIKE PATHS
CAT CALLING FRO
M TRAM
STOPS
ALTERNATIVE FO
OTPATH RO
UTE
369
ST KILDA JUN
CTION
END
OF BIKELAN
E
GRADE SEPERATED
BIKE LANE
ST KILDA JUN
CTION
BUSSES &
HO
RSE CARRIAGES
LYCRA BROS OVERTAKIN
G
90° BIKELANE TU
RN
PEDESTRIAN
TAXIS
BOTTLENECK EN
TRY
PEDS WAITIN
G FOR TRAM
TRAM SU
PERSTOP
TRAM TRACKS
LANE CH
ANGE
BLIND
CURVE
THIN
BIKE LANE
MU
LTPLE LIGHTS
PEDESTRIAN
DO
UBLE PARKED
TAXIS
LANE CH
ANGE X 2
HO
RSESHIT
PEDESTRIAN
CROSSIN
G
90° BIKELANE TU
RN
CARS CROSSIN
G BIKELANE
HO
RSE CARRIAGE/TRAMS
HO
RSE CARRIAGE/TRAMS
HO
RSE CARRIAGE/TRAMS
TRAMSTO
P/BIKELANE SW
AP MATERIAL
DESIGN
HU
B REPAIRS BLOCK B.LAN
E
GRADE SEPERATED
BIKE PATHS
CAT CALLING FRO
M TRAM
STOPS
ALTERNATIVE FO
OTPATH RO
UTE